godot/drivers/gles3
clayjohn 062fb8b0dc Ignore depth draw optimization when using depth draw alpha prepass
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03 12:33:07 -08:00
..
effects Various fixes and documentation for CanvasGroup 2022-12-13 10:22:18 -08:00
environment
shaders Use instanced array buffer instead of UBO for canvas item batching 2022-12-15 08:25:44 -08:00
storage Ignore depth draw optimization when using depth draw alpha prepass 2023-01-03 12:33:07 -08:00
rasterizer_canvas_gles3.cpp Merge pull request #70132 from clayjohn/RT-update 2022-12-17 12:26:51 +01:00
rasterizer_canvas_gles3.h Use instanced array buffer instead of UBO for canvas item batching 2022-12-15 08:25:44 -08:00
rasterizer_gles3.cpp Implement boot image in OpenGL3 renderer 2022-12-16 13:27:33 -08:00
rasterizer_gles3.h Add multiview to the opengl3 driver 2022-10-21 21:00:32 -05:00
rasterizer_scene_gles3.cpp Ignore depth draw optimization when using depth draw alpha prepass 2023-01-03 12:33:07 -08:00
rasterizer_scene_gles3.h Remove high quality glow as it is not any higher quality than regular glow 2022-12-13 10:15:45 -08:00
SCsub
shader_gles3.cpp Use internal texture name when setting texture uniform location in OpenGL renderer 2022-12-05 18:01:24 -08:00
shader_gles3.h Add GPUParticles to the OpenGL3 renderer. 2022-11-14 23:28:25 -08:00