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4a036b5fe7
godot
/
servers
/
rendering
/
renderer_rd
/
shaders
/
effects
History
Bastiaan Olij
e3b8af723e
Fix cubemap downsampler logic
2023-10-31 10:36:42 +11:00
..
fsr2
Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
2023-09-25 10:37:47 -03:00
SCsub
Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
2023-09-25 10:37:47 -03:00
blur_raster.glsl
…
blur_raster_inc.glsl
…
bokeh_dof.glsl
…
bokeh_dof_inc.glsl
…
bokeh_dof_raster.glsl
…
copy.glsl
Optimizing glow behaviour
2023-09-26 11:56:28 +02:00
copy_to_fb.glsl
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cube_to_dp.glsl
…
cubemap_downsampler.glsl
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cubemap_downsampler_inc.glsl
…
cubemap_downsampler_raster.glsl
Fix cubemap downsampler logic
2023-10-31 10:36:42 +11:00
cubemap_filter.glsl
…
cubemap_filter_raster.glsl
…
cubemap_roughness.glsl
…
cubemap_roughness_inc.glsl
…
cubemap_roughness_raster.glsl
…
fsr_upscale.glsl
…
luminance_reduce.glsl
…
luminance_reduce_raster.glsl
…
luminance_reduce_raster_inc.glsl
…
motion_vector_inc.glsl
Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
2023-09-25 10:37:47 -03:00
motion_vectors.glsl
Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
2023-09-25 10:37:47 -03:00
resolve.glsl
…
roughness_limiter.glsl
…
screen_space_reflection.glsl
Fresnel should darken the SSR reflections instead of blending them with specular light.
2023-10-11 18:58:22 +01:00
screen_space_reflection_filter.glsl
…
screen_space_reflection_inc.glsl
…
screen_space_reflection_scale.glsl
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shadow_frustum.glsl
…
sort.glsl
…
specular_merge.glsl
Use fullscreen tri instead of quad
2023-08-05 17:09:06 -03:00
ss_effects_downsample.glsl
…
ssao.glsl
…
ssao_blur.glsl
…
ssao_importance_map.glsl
…
ssao_interleave.glsl
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ssil.glsl
…
ssil_blur.glsl
…
ssil_importance_map.glsl
…
ssil_interleave.glsl
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subsurface_scattering.glsl
…
taa_resolve.glsl
…
tonemap.glsl
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vrs.glsl
…