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blit.glsl
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blur_raster.glsl
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Implemented raster versions of bokeh shaders to replace broken gaussian implementation
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2021-08-13 10:20:14 +10:00 |
blur_raster_inc.glsl
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Implemented raster versions of bokeh shaders to replace broken gaussian implementation
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2021-08-13 10:20:14 +10:00 |
bokeh_dof.glsl
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Implemented raster versions of bokeh shaders to replace broken gaussian implementation
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2021-08-13 10:20:14 +10:00 |
bokeh_dof_inc.glsl
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Implemented raster versions of bokeh shaders to replace broken gaussian implementation
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2021-08-13 10:20:14 +10:00 |
bokeh_dof_raster.glsl
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Implemented raster versions of bokeh shaders to replace broken gaussian implementation
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2021-08-13 10:20:14 +10:00 |
canvas.glsl
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Fixes Mesh2D drawn without modulation
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2021-06-23 17:38:31 +02:00 |
canvas_occlusion.glsl
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canvas_sdf.glsl
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canvas_uniforms_inc.glsl
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cluster_data_inc.glsl
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cluster_debug.glsl
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cluster_render.glsl
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cluster_store.glsl
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copy.glsl
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copy_to_fb.glsl
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cube_to_dp.glsl
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Improvements to SpotLight3D and OmniLight3D's shadows
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2021-08-19 13:46:51 +02:00 |
cubemap_downsampler.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
cubemap_downsampler_inc.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
cubemap_downsampler_raster.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
cubemap_filter.glsl
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cubemap_filter_raster.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
cubemap_roughness.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
cubemap_roughness_inc.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
cubemap_roughness_raster.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
decal_data_inc.glsl
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More fixes to mobile renderer
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2021-08-18 12:20:19 -03:00 |
gi.glsl
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Clean up RenderingServer and its bindings
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2021-07-01 09:07:36 -03:00 |
giprobe_write.glsl
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light_data_inc.glsl
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More fixes to mobile renderer
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2021-08-18 12:20:19 -03:00 |
luminance_reduce.glsl
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luminance_reduce_raster.glsl
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Use fragment shader instead of compute shader for effects for mobile renderer
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2021-07-25 13:58:21 +10:00 |
luminance_reduce_raster_inc.glsl
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Use fragment shader instead of compute shader for effects for mobile renderer
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2021-07-25 13:58:21 +10:00 |
particles.glsl
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particles_copy.glsl
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Fix various typos with codespell
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2021-07-25 11:21:51 +02:00 |
resolve.glsl
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Fix Subsurface Scattering
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2021-07-05 17:17:45 -03:00 |
roughness_limiter.glsl
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scene_forward_aa_inc.glsl
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scene_forward_clustered.glsl
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Fixed non-uniform scaling of normals
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2021-08-22 19:28:18 +01:00 |
scene_forward_clustered_inc.glsl
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Fix various typos with codespell
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2021-07-25 11:21:51 +02:00 |
scene_forward_gi_inc.glsl
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scene_forward_lights_inc.glsl
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Improvements to SpotLight3D and OmniLight3D's shadows
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2021-08-19 13:46:51 +02:00 |
scene_forward_mobile.glsl
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Fixed non-uniform scaling of normals
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2021-08-22 19:28:18 +01:00 |
scene_forward_mobile_inc.glsl
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More fixes to mobile renderer
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2021-08-18 12:20:19 -03:00 |
screen_space_reflection.glsl
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screen_space_reflection_filter.glsl
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screen_space_reflection_scale.glsl
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Fix SSR
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2021-07-03 23:32:34 -03:00 |
SCsub
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sdfgi_debug.glsl
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sdfgi_debug_probes.glsl
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sdfgi_direct_light.glsl
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Fix various typos with codespell
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2021-07-25 11:21:51 +02:00 |
sdfgi_integrate.glsl
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Fix various typos with codespell
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2021-07-25 11:21:51 +02:00 |
sdfgi_preprocess.glsl
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Fix various typos with codespell
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2021-07-25 11:21:51 +02:00 |
skeleton.glsl
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sky.glsl
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Add stereoscopic rendering through multiview
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2021-06-13 22:52:20 +10:00 |
sort.glsl
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specular_merge.glsl
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ssao.glsl
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ssao_blur.glsl
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ssao_downsample.glsl
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ssao_importance_map.glsl
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ssao_interleave.glsl
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subsurface_scattering.glsl
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tonemap.glsl
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Clamp negative colors regardless of the tonemapper to avoid artifacts
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2021-08-09 17:01:07 +02:00 |
volumetric_fog.glsl
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voxel_gi.glsl
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voxel_gi_debug.glsl
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voxel_gi_sdf.glsl
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