godot/servers/rendering/renderer_rd/shaders
Rémi Verschelde 56f17d925f
Merge pull request #51417 from clayjohn/Vulkan-horizon-so
Add horizon specular occlusion
2021-08-10 09:56:02 +02:00
..
blit.glsl Implementing blit shader with versions 2021-05-12 22:52:28 +10:00
blur_raster_inc.glsl Use fragment shader instead of compute shader for effects for mobile renderer 2021-07-25 13:58:21 +10:00
blur_raster.glsl Use fragment shader instead of compute shader for effects for mobile renderer 2021-07-25 13:58:21 +10:00
bokeh_dof.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
canvas_occlusion.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
canvas_sdf.glsl Support for 2D particles to collide against SDF 2021-05-23 16:43:36 -03:00
canvas_uniforms_inc.glsl Fixes missng 2D engine bits 2021-05-11 11:21:36 -03:00
canvas.glsl Fixes Mesh2D drawn without modulation 2021-06-23 17:38:31 +02:00
cluster_data_inc.glsl Create mobile renderer 2021-05-03 21:54:11 +10:00
cluster_debug.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
cluster_render.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
cluster_store.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
copy_to_fb.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
copy.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
cube_to_dp.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
cubemap_downsampler_inc.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_downsampler_raster.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_downsampler.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_filter_raster.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_filter.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
cubemap_roughness_inc.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_roughness_raster.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_roughness.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
decal_data_inc.glsl Create mobile renderer 2021-05-03 21:54:11 +10:00
gi.glsl Clean up RenderingServer and its bindings 2021-07-01 09:07:36 -03:00
giprobe_write.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
light_data_inc.glsl Assorted fixes to UV unwrapping and GPU lightmapper 2021-05-03 18:10:34 +02:00
luminance_reduce_raster_inc.glsl Use fragment shader instead of compute shader for effects for mobile renderer 2021-07-25 13:58:21 +10:00
luminance_reduce_raster.glsl Use fragment shader instead of compute shader for effects for mobile renderer 2021-07-25 13:58:21 +10:00
luminance_reduce.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
particles_copy.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
particles.glsl Support for 2D particles to collide against SDF 2021-05-23 16:43:36 -03:00
resolve.glsl Fix Subsurface Scattering 2021-07-05 17:17:45 -03:00
roughness_limiter.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
scene_forward_aa_inc.glsl Create mobile renderer 2021-05-03 21:54:11 +10:00
scene_forward_clustered_inc.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
scene_forward_clustered.glsl Merge pull request #51417 from clayjohn/Vulkan-horizon-so 2021-08-10 09:56:02 +02:00
scene_forward_gi_inc.glsl Rename GI Classes 2021-06-05 09:28:56 -03:00
scene_forward_lights_inc.glsl Implement more rendering options as specialization constants 2021-07-19 21:51:29 -03:00
scene_forward_mobile_inc.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
scene_forward_mobile.glsl Merge pull request #51417 from clayjohn/Vulkan-horizon-so 2021-08-10 09:56:02 +02:00
screen_space_reflection_filter.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
screen_space_reflection_scale.glsl Fix SSR 2021-07-03 23:32:34 -03:00
screen_space_reflection.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
SCsub Changed SCsub for shaders to find shaders automatically and create dependencies with include files 2021-03-18 12:59:47 +11:00
sdfgi_debug_probes.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
sdfgi_debug.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
sdfgi_direct_light.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
sdfgi_integrate.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
sdfgi_preprocess.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
skeleton.glsl Fixes missng 2D engine bits 2021-05-11 11:21:36 -03:00
sky.glsl Add stereoscopic rendering through multiview 2021-06-13 22:52:20 +10:00
sort.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
specular_merge.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
ssao_blur.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
ssao_downsample.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
ssao_importance_map.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
ssao_interleave.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
ssao.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
subsurface_scattering.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
tonemap.glsl Use subpasses to do 3D rendering and resolve in mobile renderer 2021-08-06 23:43:26 +10:00
volumetric_fog.glsl Rename GI Classes 2021-06-05 09:28:56 -03:00
voxel_gi_debug.glsl Rename GI Classes 2021-06-05 09:28:56 -03:00
voxel_gi_sdf.glsl Rename GI Classes 2021-06-05 09:28:56 -03:00
voxel_gi.glsl Rename GI Classes 2021-06-05 09:28:56 -03:00