godot/servers/rendering/renderer_rd/shaders
clayjohn e75900e1ad Calculate pixel snap in canvas space instead of world space
This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount
2024-09-20 17:43:33 -07:00
..
effects Merge pull request #86809 from clayjohn/TAA-disocclusion 2024-09-03 16:13:26 +02:00
environment Style: Apply new `clang-format` changes 2024-09-20 08:09:48 -05:00
forward_clustered Style: Apply new `clang-format` changes 2024-09-20 08:09:48 -05:00
forward_mobile Style: Apply new `clang-format` changes 2024-09-20 08:09:48 -05:00
SCsub
blit.glsl
canvas.glsl Calculate pixel snap in canvas space instead of world space 2024-09-20 17:43:33 -07:00
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl 2D: Add batching to RendererCanvasRenderRD 2024-09-12 05:26:06 +10:00
cluster_data_inc.glsl
cluster_debug.glsl
cluster_render.glsl
cluster_store.glsl
decal_data_inc.glsl
giprobe_write.glsl
light_data_inc.glsl
particles.glsl Style: Apply new `clang-format` changes 2024-09-20 08:09:48 -05:00
particles_copy.glsl
samplers_inc.glsl Style: Trim trailing whitespace and ensure newline at EOF 2024-05-08 10:12:46 +02:00
scene_data_inc.glsl
scene_forward_aa_inc.glsl
scene_forward_gi_inc.glsl
scene_forward_lights_inc.glsl Merge pull request #96426 from clayjohn/RD-reflection-probe-roughness 2024-09-03 11:43:52 +02:00
skeleton.glsl