From 686cecf8ace2c5d66ad00ccab20429f0c8207fcb Mon Sep 17 00:00:00 2001 From: clayjohn Date: Wed, 18 Sep 2019 14:49:42 -0700 Subject: [PATCH] Update GLES2 differences doc with recent changes --- tutorials/misc/gles2_gles3_differences.rst | 36 +++------------------- 1 file changed, 5 insertions(+), 31 deletions(-) diff --git a/tutorials/misc/gles2_gles3_differences.rst b/tutorials/misc/gles2_gles3_differences.rst index c46f69389..c45c4c43c 100644 --- a/tutorials/misc/gles2_gles3_differences.rst +++ b/tutorials/misc/gles2_gles3_differences.rst @@ -76,15 +76,15 @@ In GLES2, the following features in the :ref:`Environment ` a - Tonemapping - Screen space reflections - Screen space ambient occlusion -- Depth of field -- Glow (also known as bloom) -- Adjustment That means that in GLES2 environments you can only set: - Sky (including procedural sky) - Ambient light - Fog +- Depth of field +- Glow (also known as bloom) +- Adjustment GIProbes -------- @@ -127,30 +127,8 @@ For a complete list of built-in GLSL functions see the :ref:`Shading Language do +------------------------------------------------------------------------+--------------------------------------------------+ | Function | Note | +========================================================================+==================================================+ -| vec_type **sinh** ( vec_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ -| vec_type **cosh** ( vec_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ -| vec_type **tanh** ( vec_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ -| vec_type **asinh** ( vec_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ -| vec_type **acosh** ( vec_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ -| vec_type **atanh** ( vec_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ -| vec_type **round** ( vec_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ -| vec_type **roundEven** ( vec_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ -| vec_type **trunc** ( vec_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ | vec_type **modf** ( vec_type x, out vec_type i ) | | +------------------------------------------------------------------------+--------------------------------------------------+ -| vec_bool_type **isnan** ( vec_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ -| vec_bool_type **isinf** ( vec_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ | vec_int_type **floatBitsToInt** ( vec_type ) | | +------------------------------------------------------------------------+--------------------------------------------------+ | vec_uint_type **floatBitsToUint** ( vec_type ) | | @@ -161,12 +139,6 @@ For a complete list of built-in GLSL functions see the :ref:`Shading Language do +------------------------------------------------------------------------+--------------------------------------------------+ | mat_type **outerProduct** ( vec_type, vec_type ) | | +------------------------------------------------------------------------+--------------------------------------------------+ -| mat_type **transpose** ( mat_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ -| float **determinant** ( mat_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ -| mat_type **inverse** ( mat_type ) | | -+------------------------------------------------------------------------+--------------------------------------------------+ | ivec2 **textureSize** ( sampler2D_type s, int lod ) | See workaround below | +------------------------------------------------------------------------+--------------------------------------------------+ | ivec2 **textureSize** ( samplerCube s, int lod ) | See workaround below | @@ -214,6 +186,8 @@ uniform with the texture size yourself. material_name.set_shader_param("textureName", my_texture) material_name.set_shader_param("textureName_size", my_texture_size) +Built in variables and render modes +----------------------------------- Godot also provides many built-in variables and render modes. Some cannot be supported in GLES2. Below is a list of built-in variables and render modes that, when written to, will have no effect or could even cause issues when using