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**Is your feature request related to a problem? Please describe (REQUIRED):**
The GLSL ES spec does not define a default float precision for fragment shaders, so Defold have to specify it, and now it…
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**Describe the bug**
.glsl, .vert, and .frag (commonly used for opengl shader source files) shows up as a standard .c file.
**To Reproduce**
Steps to reproduce the behavior:
1. Create a file wit…
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Using:
```
//!HOOK MAIN
//!BIND HOOKED
//!DESC Levels
// Define levels adjustment parameters
#define input_low 16.0
#define input_high 235.0
#define gamma 1.0
#define output_low 16.0
#define…
Selur updated
1 month ago
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![20240913_12h53m14s_grim](https://github.com/user-attachments/assets/f3b3cad7-2e26-4c4b-b305-191305f58060)
![20240913_12h54m58s_grim](https://github.com/user-attachments/assets/2cbc4545-f79c-40aa-91…
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### Tested versions
- Reproducible in Godot 4.3 RC3
### System information
EndeavorOS Linux (Arch based). CPU - Intel i7-1165G7 (iGPU). Drivers - vulkan-intel/mesa
### Issue description
Project u…
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Godot 4 uses `.glsl` files for its compute shaders (it has a different language for normal shaders).
Their [docs](https://docs.godotengine.org/en/4.0/tutorials/shaders/compute_shaders.html) shows one…
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The way those are rendered, im pretty sure this is possible.
Could you guys make then, if there's time, a glsl version to be able to be used in games and whatnot? After looking a bit through the code…
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**Problem Description**
Because there is no way to implicitly calculate LOD for texture sampling in the vertex shader, it causes a validation error when "ImplicitLod" variants of the texture instruct…
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The actual error is extremely long (can't fit all of it here) but it mostly tied with pcl. Any assistance would be greatly appreicated!
beginning of error:
[ 15%] Built target nav_msgs_generate…
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# First and foremost consider this:
- Only RetroArch bugs should be filed here. Not core bugs or game bugs
- This is not a forum or a help section, this is strictly developer oriented
## Descript…