godot/servers/visual
Hugo Locurcio 2dbc329704
Add a debanding property to Viewport for GLES3
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).

As a result, it should be enabled only when banding is noticeable enough.

Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
2020-10-20 19:07:15 +02:00
..
rasterizer.cpp
rasterizer.h Add a debanding property to Viewport for GLES3 2020-10-20 19:07:15 +02:00
SCsub
shader_language.cpp
shader_language.h
shader_types.cpp
shader_types.h
visual_server_canvas.cpp
visual_server_canvas.h
visual_server_globals.cpp
visual_server_globals.h
visual_server_raster.cpp
visual_server_raster.h Add a debanding property to Viewport for GLES3 2020-10-20 19:07:15 +02:00
visual_server_scene.cpp Merge pull request #41629 from JFonS/disable_baked_lights 2020-10-19 14:12:50 -03:00
visual_server_scene.h
visual_server_viewport.cpp Add a debanding property to Viewport for GLES3 2020-10-20 19:07:15 +02:00
visual_server_viewport.h Add a debanding property to Viewport for GLES3 2020-10-20 19:07:15 +02:00
visual_server_wrap_mt.cpp
visual_server_wrap_mt.h Add a debanding property to Viewport for GLES3 2020-10-20 19:07:15 +02:00