..
bokeh_dof.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
canvas.glsl
Fix LIGHT compilation for canvas shader
2021-01-09 23:22:59 +03:00
canvas_occlusion.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
canvas_sdf.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
canvas_uniforms_inc.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
cluster_data_inc.glsl
Shader optimizations to reduce VGPR usage and increase occupancy
2021-01-19 23:31:02 +01:00
cluster_debug.glsl
Added GPU based cluster builder
2021-01-19 23:31:06 +01:00
cluster_render.glsl
Added GPU based cluster builder
2021-01-19 23:31:06 +01:00
cluster_store.glsl
Added GPU based cluster builder
2021-01-19 23:31:06 +01:00
copy.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
copy_to_fb.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
cube_to_dp.glsl
Shadow map rendering optimization
2021-01-24 20:17:28 -03:00
cubemap_downsampler.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
cubemap_filter.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
cubemap_roughness.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
gi.glsl
Shadow map rendering optimization
2021-01-24 20:17:28 -03:00
giprobe.glsl
Change the light attenuation formulas.
2021-01-05 14:44:05 -03:00
giprobe_debug.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
giprobe_sdf.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
giprobe_write.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
luminance_reduce.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
particles.glsl
Renamed emit_particle
to emit_subparticle
shader function
2021-01-12 09:41:08 +03:00
particles_copy.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
resolve.glsl
Shadow map rendering optimization
2021-01-24 20:17:28 -03:00
roughness_limiter.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
scene_forward.glsl
Fix mismatched define in scene_forward.glsl for POSITION override
2021-02-05 13:09:33 -08:00
scene_forward_inc.glsl
Rewrote how barriers work for faster rendering
2021-02-04 09:42:28 -03:00
screen_space_reflection.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
screen_space_reflection_filter.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
screen_space_reflection_scale.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
SCsub
Simplify Volumetric Fog
2021-02-06 15:08:21 -03:00
sdfgi_debug.glsl
Several GI related optimizations and fixes
2021-01-24 19:29:07 -03:00
sdfgi_debug_probes.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
sdfgi_direct_light.glsl
Several GI related optimizations and fixes
2021-01-24 19:29:07 -03:00
sdfgi_fields.glsl
Fixes to recent Vulkan errors
2020-12-10 22:47:53 -08:00
sdfgi_integrate.glsl
Reorganize RenderingDevice barriers
2021-01-26 10:24:12 -03:00
sdfgi_preprocess.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
skeleton.glsl
Reimplement skeletons and blend shapes
2020-12-16 14:32:04 -03:00
sky.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
sort.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
specular_merge.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
ssao.glsl
SSAO cleanup and fixes
2021-01-03 21:32:22 -08:00
ssao_blur.glsl
Port ASSAO to Godot to replace SAO
2020-12-21 23:08:59 -08:00
ssao_downsample.glsl
Port ASSAO to Godot to replace SAO
2020-12-21 23:08:59 -08:00
ssao_importance_map.glsl
Port ASSAO to Godot to replace SAO
2020-12-21 23:08:59 -08:00
ssao_interleave.glsl
Port ASSAO to Godot to replace SAO
2020-12-21 23:08:59 -08:00
subsurface_scattering.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
tonemap.glsl
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
volumetric_fog.glsl
Added temporal reprojection to Volumetric Fog
2021-02-05 10:52:54 -03:00