godot/servers/rendering/renderer_rd/shaders/environment
clayjohn 8fa76a5272 Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
..
gi.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
SCsub SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
sdfgi_debug_probes.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_debug.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_direct_light.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_integrate.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_preprocess.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
sky.glsl Move debanding into internal sky shader code so that it is applied after everything else. 2022-09-13 10:39:04 -07:00
volumetric_fog_process.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
volumetric_fog.glsl Rename RenderingServer global shader uniform methods to be more explicit 2022-07-28 18:46:59 +02:00
voxel_gi_debug.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
voxel_gi_sdf.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
voxel_gi.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00