godot/servers/rendering/rasterizer_rd/shaders
Rémi Verschelde 6c173e2f7f
Merge pull request #43058 from clayjohn/VULKAN-FXAA-bug
[4.0]Remove extra exposure multiply in FXAA
2020-10-25 00:35:12 +02:00
..
bokeh_dof.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
canvas.glsl Refactored 2D shader and lighting system 2020-10-24 15:57:25 -03:00
canvas_occlusion.glsl Refactored 2D shader and lighting system 2020-10-24 15:57:25 -03:00
canvas_uniforms_inc.glsl Refactored 2D shader and lighting system 2020-10-24 15:57:25 -03:00
cluster_data_inc.glsl Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
copy.glsl Optimize Glow with local memory 2020-10-18 11:37:12 -07:00
copy_to_fb.glsl Addition of SDFGI for open world global illumination 2020-06-26 11:06:48 -03:00
cube_to_dp.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
cubemap_downsampler.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
cubemap_filter.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
cubemap_roughness.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
gi.glsl Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
giprobe.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
giprobe_debug.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
giprobe_sdf.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
giprobe_write.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
luminance_reduce.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
particles.glsl Implement GPU Particle Collisions 2020-10-09 13:25:47 -03:00
particles_copy.glsl Re-Implement GPU particles on master. 2020-09-02 21:37:11 +02:00
resolve.glsl Addition of SDFGI for open world global illumination 2020-06-26 11:06:48 -03:00
roughness_limiter.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
scene_high_end.glsl Revert "Replace SAO implementation with MSSAO" 2020-10-18 19:27:51 -03:00
scene_high_end_inc.glsl Add aerial perspective to fixed fog 2020-10-17 10:53:07 -07:00
screen_space_reflection.glsl Merge pull request #38949 from puchik/ssr-fix-cutoff 2020-10-18 14:45:33 -03:00
screen_space_reflection_filter.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
screen_space_reflection_scale.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
SCsub Revert "Replace SAO implementation with MSSAO" 2020-10-18 19:27:51 -03:00
sdfgi_debug.glsl Addition of SDFGI for open world global illumination 2020-06-26 11:06:48 -03:00
sdfgi_debug_probes.glsl Addition of SDFGI for open world global illumination 2020-06-26 11:06:48 -03:00
sdfgi_direct_light.glsl Fix typos with codespell 2020-09-18 13:44:25 +02:00
sdfgi_fields.glsl Addition of SDFGI for open world global illumination 2020-06-26 11:06:48 -03:00
sdfgi_integrate.glsl Fix typos with codespell 2020-09-18 13:44:25 +02:00
sdfgi_preprocess.glsl Fix typos with codespell 2020-09-18 13:44:25 +02:00
shadow_reduce.glsl Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
sky.glsl Merge pull request #41415 from clayjohn/VULKAN-shader-overrides 2020-10-18 18:33:41 -03:00
sort.glsl Re-Implement GPU particles on master. 2020-09-02 21:37:11 +02:00
specular_merge.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
ssao.glsl Revert "Replace SAO implementation with MSSAO" 2020-10-18 19:27:51 -03:00
ssao_blur.glsl Revert "Replace SAO implementation with MSSAO" 2020-10-18 19:27:51 -03:00
ssao_minify.glsl Revert "Replace SAO implementation with MSSAO" 2020-10-18 19:27:51 -03:00
subsurface_scattering.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
tonemap.glsl Remove extra exposure multiply in FXAA 2020-10-24 13:00:39 -07:00
volumetric_fog.glsl Fix typos with codespell 2020-09-18 13:44:25 +02:00