Richard Davey
c6489cf730
Remove un-used shader
2020-12-04 15:29:55 +00:00
Richard Davey
d2b8f0b7e4
Factor in Camera Zoom to radius
2020-12-03 12:52:12 +00:00
Richard Davey
35146e72ed
Removed Light Layer and moved Point Light to its own Game Object
2020-12-02 13:48:38 +00:00
Richard Davey
c8a8f59d69
New Point Light shader
2020-12-01 17:22:57 +00:00
Richard Davey
b82ae856b6
Update Single.vert
2020-11-14 17:58:09 +00:00
Richard Davey
7458031140
Updated shaders
2020-11-13 17:31:00 +00:00
Richard Davey
94836b1c88
Handle pre-mult alpha properly
2020-11-13 17:30:21 +00:00
Richard Davey
53180cc748
Updated shaders
2020-11-12 18:09:54 +00:00
Richard Davey
741f5f4e27
Added outFragCoord
2020-11-11 17:45:43 +00:00
Richard Davey
c07283ceab
Tidy up shader code
2020-11-11 09:39:33 +00:00
Richard Davey
d677b57ee4
Added new utility shaders
2020-11-11 09:35:02 +00:00
Richard Davey
6d56ee01af
Update BitmapMask.frag
2020-11-10 17:26:33 +00:00
Richard Davey
88809647a6
Expose outFragCoord
2020-11-06 17:22:17 +00:00
Richard Davey
167f50f28f
Added new PostFX Pipeline to extend from
2020-11-06 15:35:05 +00:00
Richard Davey
f4b95ab2c3
New simplified Graphics shaders
2020-11-03 11:31:32 +00:00
Richard Davey
10673da96b
Graphics is as Graphics does
2020-11-02 22:39:30 +00:00
Richard Davey
024f13f2ba
No longer use uViewMatrix or uModelMatrix
2020-10-29 14:37:52 +00:00
Richard Davey
c5b538afcd
Added the new Graphics Pipeline
2020-10-28 17:39:54 +00:00
Richard Davey
15d8eabf17
Single pipeline updated so it can easily extend Multi now
2020-10-28 16:14:42 +00:00
Richard Davey
0b3011add3
Update PointLight-frag.js
2020-10-21 18:15:34 +01:00
Richard Davey
675eec8103
Better attenuation
2020-10-14 15:16:35 +01:00
Richard Davey
cc167e158f
Much better effect from the light shader
2020-10-14 11:57:58 +01:00
Richard Davey
d3d0c71fe4
Fixed shader for clip-space
2020-10-13 22:34:26 +01:00
Richard Davey
b1a5ce7f55
Testing new batched lights
2020-10-13 18:17:30 +01:00
Richard Davey
dda4431366
Merged the Layer3D Game Object and pipeline back in for now
2020-10-07 17:44:36 +01:00
Richard Davey
468b1ba255
Added 2nd conditional back
2020-10-05 13:43:54 +01:00
Richard Davey
c3c35322c4
Merge pull request #4992 from svipal/master
...
Preliminary PR for isometric support
2020-10-02 09:42:47 +01:00
Richard Davey
3baecb19d4
Moved old mesh pipeline and code into own folder
2020-10-01 17:56:49 +01:00
Richard Davey
d33c69b65c
Updated the shaders
2020-09-21 18:23:41 +01:00
Richard Davey
1d2a8bc58f
Added fog to shader
2020-09-21 00:16:43 +01:00
svipal
030a9489cd
Merge pull request #9 from photonstorm/master
...
Final master pull hopefully
2020-09-19 11:01:04 +02:00
Svipal
299f83c13d
fixed conflicts
2020-09-19 10:56:05 +02:00
Richard Davey
307cbe130f
New Mesh Shader
2020-09-18 17:51:23 +01:00
svipal
79fe9abc6e
finished updating culling system
2020-09-18 17:16:52 +02:00
Richard Davey
75c5f11aee
Updated shader source RGB to BGR and removed if-else block
...
* The `Single.frag`, `Light.frag` and `Multi.frag` shaders have all been updated so they now read the color value as `outTint.bgr` instead of `outTint.rgb`. This allows the colors to remain in RGB order within the Tint component.
* The `Single.frag`, `Light.frag` and `Multi.frag` shaders have all been updated so they no longer have a 3-way check on the `outTintEffect` value.
2020-09-14 11:02:02 +01:00
Richard Davey
7d1ad38b4a
Updated shader names
2020-08-25 13:23:59 +01:00
Richard Davey
6435772646
Shaders renamed to match new pipeline names
2020-08-21 15:41:12 +01:00
Richard Davey
5986f8f080
Tidying
2020-07-16 15:16:01 +01:00
Richard Davey
0b3f125ee0
Removed the Deferred Diffuse fragment and vertex shaders from the project, as they're not used.
2020-07-16 00:21:44 +01:00
Richard Davey
76689942c0
Add texture ID to shaders
2020-07-14 17:43:29 +01:00
Richard Davey
2ff76eb4b5
Removed un-needed Quad Pipeline and shaders
2019-04-25 12:13:09 +01:00
Richard Davey
72af4a21d1
Default shader
2019-04-25 03:16:46 +01:00
Sercan Turkmen
03ffe7842f
Fix rotating normal map bug (issue #3870 )
2018-10-31 02:17:11 +02:00
Richard Davey
ecae9d0503
The setTintFill
method would ignore the alpha
value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992
2018-08-31 13:27:24 +01:00
Richard Davey
6877582531
Removed un-used pipeline and shaders
2018-07-26 23:43:49 +01:00
Richard Davey
9d11b93b05
Updated shader
2018-07-25 13:06:22 +01:00
Richard Davey
0516fd47f7
The Flat Tint Pipeline is now using the same shader as the Texture Tint
...
Time to make sure no texture swaps happen and we can finally have Graphics mixed with Sprites in the display list with no swapping cost (and soon, no flush cost either when we unify the pipelines)
2018-07-24 17:07:26 +01:00
Richard Davey
ac108db9cc
Moving towards tidying up the FTP
2018-07-24 16:40:29 +01:00
Richard Davey
11ef2c824b
Updated shader to support tint effect attribute
2018-06-30 11:33:28 +01:00
Richard Davey
57918bb50f
Removed the need for raw-loader
in webpack. Shaders now build to standard JS files. Removed fs requirement.
2018-05-08 23:04:57 +01:00