godot/servers/rendering/renderer_rd/shaders/environment
2024-04-04 13:54:15 +02:00
..
gi.glsl Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
SCsub Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00
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 Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
sdfgi_integrate.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_preprocess.glsl Fixup SDFGI shader compilation error after #80390 2024-01-03 08:51:08 +01:00
sky.glsl Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
volumetric_fog_process.glsl Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
volumetric_fog.glsl replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +03:00
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 Use best fit normals for storing screen space normals 2023-12-21 14:41:29 -07:00