godot/servers/rendering/renderer_rd/shaders/forward_mobile
clayjohn 4cbc967f50 Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
This works around a bug on the Quest3 and slightly improves performance on all mobile devices at the cost of increased pipeline count.
2024-07-12 15:44:06 -07:00
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scene_forward_mobile_inc.glsl Use best fit normals for storing screen space normals 2023-12-21 14:41:29 -07:00
scene_forward_mobile.glsl Use a spec constant to control whether the MultiMesh branch is used in the vertex shader. 2024-07-12 15:44:06 -07:00
SCsub Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00