godot/servers/rendering/renderer_rd/shaders
reduz 446618cf94 Change the light attenuation formulas.
-Much better looking, physically based.
-Almost negligible extra cost.
2021-01-05 14:44:05 -03:00
..
bokeh_dof.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
canvas.glsl fix inconsistent normal map shader variable naming 2021-01-04 14:08:01 +01:00
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 RenderingServer reorganization 2020-12-04 18:39:46 -03:00
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 RenderingServer reorganization 2020-12-04 18:39:46 -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 RenderingServer reorganization 2020-12-04 18:39:46 -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 RenderingServer reorganization 2020-12-04 18:39:46 -03:00
particles_copy.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
resolve.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
roughness_limiter.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
scene_forward.glsl Change the light attenuation formulas. 2021-01-05 14:44:05 -03:00
scene_forward_inc.glsl Rewrite render code to be more cache and thread friendly. 2021-01-05 08:50:18 -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 Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
sdfgi_debug.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
sdfgi_debug_probes.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
sdfgi_direct_light.glsl Change the light attenuation formulas. 2021-01-05 14:44:05 -03:00
sdfgi_fields.glsl Fixes to recent Vulkan errors 2020-12-10 22:47:53 -08:00
sdfgi_integrate.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
sdfgi_preprocess.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
shadow_reduce.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 Change the light attenuation formulas. 2021-01-05 14:44:05 -03:00