godot/drivers/gles3/shaders
Holger Dammertz 8fb80788df changed the constant scale of cube_normal to -1.0 instead of -1000000.0; this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards.
Adapted the comment above the code to reflect the change made as it already mentioned that z could be set to 1.
2019-08-17 14:01:55 +02:00
..
SCsub
blend_shape.glsl
canvas.glsl update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options 2019-07-28 11:43:01 +08:00
canvas_shadow.glsl update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options 2019-07-28 11:43:01 +08:00
copy.glsl changed the constant scale of cube_normal to -1.0 instead of -1000000.0; this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards. 2019-08-17 14:01:55 +02:00
cube_to_dp.glsl
cubemap_filter.glsl fix radiance map settings 2019-05-25 18:57:32 -07:00
effect_blur.glsl fixed bug in mip map sigma 2019-04-12 17:48:38 -07:00
exposure.glsl
lens_distorted.glsl
particles.glsl
resolve.glsl
scene.glsl Merge pull request #29031 from BastiaanOlij/alpha_shadow 2019-05-23 13:37:54 +02:00
screen_space_reflection.glsl Explicitly use floating point numbers in the our shaders 2019-02-24 23:35:10 +00:00
ssao.glsl Improve SSAO performance and quality 2019-05-26 12:01:01 +02:00
ssao_blur.glsl
ssao_minify.glsl
subsurf_scattering.glsl
tonemap.glsl Fix typos with codespell 2019-02-13 09:23:29 +01:00