godot/drivers/gles3/shaders
2017-06-18 22:55:02 -03:00
..
blend_shape.glsl Blend shapes using transform feedback (GPU) 2016-11-24 20:46:55 -03:00
canvas_shadow.glsl Begining of GLES3 renderer: 2016-10-03 21:35:16 +02:00
canvas.glsl Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2017-06-18 22:55:02 -03:00
copy.glsl -Restored multithread capability to VisualServer 2017-06-09 00:24:18 -03:00
cube_to_dp.glsl all light types and shadows are working, pending a lot of clean-up 2016-11-09 23:55:06 -03:00
cubemap_filter.glsl Removed skybox support, added panorama support. Skybox support may come back eventually, but hope not. 2017-05-25 14:00:43 -03:00
effect_blur.glsl DOF blur, near and far fields.. 2016-12-10 01:13:20 -03:00
exposure.glsl Tonemapping and Auto Exposure support 2016-12-07 17:49:52 -03:00
particles.glsl TIME constant reverted to a single float, fixes #9123 2017-06-16 08:30:21 -03:00
resolve.glsl Rework shading modes and change location of light shader 2017-06-01 18:56:02 -03:00
scene.glsl -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible 2017-06-17 11:03:48 -03:00
screen_space_reflection.glsl Cleaned up Screen Space Reflections, closes #8119 2017-06-16 08:30:21 -03:00
SCsub begin work on new particle system 2016-12-30 08:35:54 -03:00
ssao_blur.glsl many fixes to image loader, voxel cone tracing, etc. 2017-06-02 22:08:41 -03:00
ssao_minify.glsl Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not work though 2017-02-22 19:14:21 -03:00
ssao.glsl Fixed several bugs with directional light, and changed defaults to be more sensible. 2017-06-14 17:06:36 -03:00
subsurf_scattering.glsl subsurface scattering is fixed and working again 2017-06-03 21:14:05 -03:00
tonemap.glsl -Restored multithread capability to VisualServer 2017-06-09 00:24:18 -03:00