.. |
bokeh_dof.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
canvas.glsl
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Fix LIGHT compilation for canvas shader
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2021-01-09 23:22:59 +03:00 |
canvas_occlusion.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
canvas_sdf.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
canvas_uniforms_inc.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
cluster_data_inc.glsl
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Shader optimizations to reduce VGPR usage and increase occupancy
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2021-01-19 23:31:02 +01:00 |
cluster_debug.glsl
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Added GPU based cluster builder
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2021-01-19 23:31:06 +01:00 |
cluster_render.glsl
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As GLSLang seems to be all or nothing, added our own defines
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2021-03-31 21:47:25 +11:00 |
cluster_store.glsl
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Added GPU based cluster builder
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2021-01-19 23:31:06 +01:00 |
copy.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
copy_to_fb.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
cube_to_dp.glsl
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Shadow map rendering optimization
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2021-01-24 20:17:28 -03:00 |
cubemap_downsampler.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
cubemap_filter.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
cubemap_roughness.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
gi.glsl
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Fixed a SDFGI reflections bug in Radeon
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2021-02-07 07:33:41 -03:00 |
giprobe.glsl
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Invert spotlight angle attenuation
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2021-02-07 20:10:33 +01:00 |
giprobe_debug.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
giprobe_sdf.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
giprobe_write.glsl
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Invert spotlight angle attenuation
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2021-02-07 20:10:33 +01:00 |
luminance_reduce.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
particles.glsl
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Renamed emit_particle to emit_subparticle shader function
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2021-01-12 09:41:08 +03:00 |
particles_copy.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
resolve.glsl
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Shadow map rendering optimization
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2021-01-24 20:17:28 -03:00 |
roughness_limiter.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
scene_forward_clustered.glsl
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Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered so we can introduce RendererSceneRenderForwardMobile
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2021-03-10 22:34:50 +11:00 |
scene_forward_clustered_inc.glsl
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As GLSLang seems to be all or nothing, added our own defines
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2021-03-31 21:47:25 +11:00 |
screen_space_reflection.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
screen_space_reflection_filter.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
screen_space_reflection_scale.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
SCsub
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Changed SCsub for shaders to find shaders automatically and create dependencies with include files
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2021-03-18 12:59:47 +11:00 |
sdfgi_debug.glsl
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Several GI related optimizations and fixes
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2021-01-24 19:29:07 -03:00 |
sdfgi_debug_probes.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
sdfgi_direct_light.glsl
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Improve SDFGI indirect light feedback loop
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2021-02-07 21:30:12 -03:00 |
sdfgi_fields.glsl
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Fixes to recent Vulkan errors
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2020-12-10 22:47:53 -08:00 |
sdfgi_integrate.glsl
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Fix SDFGI bug after previous optimization.
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2021-02-06 18:49:10 -03:00 |
sdfgi_preprocess.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
skeleton.glsl
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Fix math error in blend shape application tolerance
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2021-02-17 10:30:29 +01:00 |
sky.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
sort.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
specular_merge.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
ssao.glsl
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SSAO cleanup and fixes
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2021-01-03 21:32:22 -08:00 |
ssao_blur.glsl
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Port ASSAO to Godot to replace SAO
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2020-12-21 23:08:59 -08:00 |
ssao_downsample.glsl
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Port ASSAO to Godot to replace SAO
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2020-12-21 23:08:59 -08:00 |
ssao_importance_map.glsl
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Port ASSAO to Godot to replace SAO
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2020-12-21 23:08:59 -08:00 |
ssao_interleave.glsl
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Port ASSAO to Godot to replace SAO
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2020-12-21 23:08:59 -08:00 |
subsurface_scattering.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
tonemap.glsl
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RenderingServer reorganization
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2020-12-04 18:39:46 -03:00 |
volumetric_fog.glsl
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As GLSLang seems to be all or nothing, added our own defines
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2021-03-31 21:47:25 +11:00 |