phaser/src/renderer
Richard Davey ab04cb6c05 Lots of LightPipeline improvements
* The Light Pipeline no longer creates up to `maxLights` copies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling _n_ shaders on boot, it now only ever needs to create one.
* You can now have no lights in a Scene, but the Scene will still be impacted by the ambient light. Previously, you always needed at least 1 light to trigger ambient light (thanks jstnldrs)
* The `Light.frag` shader now uses a new `uLightCount` uniform to know when to stop iterating through the max lights.
* The `LightPipeline.LIGHT_COUNT` constant has been removed as it's not used internally.
* The `LightPipeline` previous created a global level temporary vec2 for calculations. This is now part of the class as the new `tempVec2` property.
2022-09-23 00:42:04 +01:00
..
canvas Specify the canvas is for drawing, not reading 2022-08-18 18:01:45 +01:00
events All events have a type of string. Fix #6136 2022-09-21 22:01:03 +01:00
snapshot Fix wrong alpha in snapshot pixel 2022-08-26 10:44:06 -07:00
webgl Lots of LightPipeline improvements 2022-09-23 00:42:04 +01:00
BlendModes.js Updated copyright year 2022-02-28 14:29:51 +00:00
index.js Updated copyright year 2022-02-28 14:29:51 +00:00
ScaleModes.js Updated copyright year 2022-02-28 14:29:51 +00:00