godot/servers/rendering
jfons 99e1ce0690 Invert spotlight angle attenuation
Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.

Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.
2021-02-07 20:10:33 +01:00
..
renderer_rd Invert spotlight angle attenuation 2021-02-07 20:10:33 +01:00
renderer_canvas_cull.cpp Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
renderer_canvas_cull.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_canvas_render.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_canvas_render.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_compositor.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_compositor.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene.h Simplify Volumetric Fog 2021-02-06 15:08:21 -03:00
renderer_scene_cull.cpp Rewrote how barriers work for faster rendering 2021-02-04 09:42:28 -03:00
renderer_scene_cull.h Simplify Volumetric Fog 2021-02-06 15:08:21 -03:00
renderer_scene_render.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene_render.h Simplify Volumetric Fog 2021-02-06 15:08:21 -03:00
renderer_storage.cpp Rewrite render code to be more cache and thread friendly. 2021-01-05 08:50:18 -03:00
renderer_storage.h Rewrote how barriers work for faster rendering 2021-02-04 09:42:28 -03:00
renderer_thread_pool.cpp Threaded optimizations to cull and render 2021-01-05 08:50:18 -03:00
renderer_thread_pool.h Threaded optimizations to cull and render 2021-01-05 08:50:18 -03:00
renderer_viewport.cpp Shadow map rendering optimization 2021-01-24 20:17:28 -03:00
renderer_viewport.h Shadow map rendering optimization 2021-01-24 20:17:28 -03:00
rendering_device.cpp Rewrote how barriers work for faster rendering 2021-02-04 09:42:28 -03:00
rendering_device.h Rewrote how barriers work for faster rendering 2021-02-04 09:42:28 -03:00
rendering_device_binds.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_device_binds.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_server_default.cpp Several GI related optimizations and fixes 2021-01-24 19:29:07 -03:00
rendering_server_default.h Simplify Volumetric Fog 2021-02-06 15:08:21 -03:00
rendering_server_globals.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_server_globals.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_server_wrap_mt.cpp Modernize Thread 2021-01-29 12:02:13 +01:00
rendering_server_wrap_mt.h Simplify Volumetric Fog 2021-02-06 15:08:21 -03:00
SCsub RenderingServer reorganization 2020-12-04 18:39:46 -03:00
shader_language.cpp Make hex_to_int and bin_to_int handle the prefix automatically 2021-01-28 07:43:53 -05:00
shader_language.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
shader_types.cpp Renamed emit_particle to emit_subparticle shader function 2021-01-12 09:41:08 +03:00
shader_types.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00