godot/servers/rendering/renderer_rd/shaders
2021-04-09 22:04:56 +10:00
..
bokeh_dof.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
canvas_occlusion.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
canvas_sdf.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
canvas_uniforms_inc.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
canvas.glsl Fix LIGHT compilation for canvas shader 2021-01-09 23:22:59 +03:00
cluster_data_inc.glsl Shader optimizations to reduce VGPR usage and increase occupancy 2021-01-19 23:31:02 +01:00
cluster_debug.glsl Added GPU based cluster builder 2021-01-19 23:31:06 +01:00
cluster_render.glsl As GLSLang seems to be all or nothing, added our own defines 2021-03-31 21:47:25 +11:00
cluster_store.glsl Added GPU based cluster builder 2021-01-19 23:31:06 +01:00
copy_to_fb.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
copy.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
cube_to_dp.glsl Shadow map rendering optimization 2021-01-24 20:17:28 -03:00
cubemap_downsampler.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
cubemap_filter.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
cubemap_roughness.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
gi.glsl Fixed a SDFGI reflections bug in Radeon 2021-02-07 07:33:41 -03:00
giprobe_debug.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
giprobe_sdf.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
giprobe_write.glsl Invert spotlight angle attenuation 2021-02-07 20:10:33 +01:00
giprobe.glsl Invert spotlight angle attenuation 2021-02-07 20:10:33 +01:00
luminance_reduce.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
particles_copy.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
particles.glsl Renamed emit_particle to emit_subparticle shader function 2021-01-12 09:41:08 +03:00
resolve.glsl Shadow map rendering optimization 2021-01-24 20:17:28 -03:00
roughness_limiter.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
scene_forward_clustered_inc.glsl Remove low_end option from renderer, being replaced by separate implementation 2021-04-09 22:04:56 +10:00
scene_forward_clustered.glsl Remove low_end option from renderer, being replaced by separate implementation 2021-04-09 22:04:56 +10:00
screen_space_reflection_filter.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
screen_space_reflection_scale.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
screen_space_reflection.glsl RenderingServer reorganization 2020-12-04 18:39:46 -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 RenderingServer reorganization 2020-12-04 18:39:46 -03:00
sdfgi_debug.glsl Several GI related optimizations and fixes 2021-01-24 19:29:07 -03:00
sdfgi_direct_light.glsl Improve SDFGI indirect light feedback loop 2021-02-07 21:30:12 -03:00
sdfgi_fields.glsl Fixes to recent Vulkan errors 2020-12-10 22:47:53 -08:00
sdfgi_integrate.glsl Fix SDFGI bug after previous optimization. 2021-02-06 18:49:10 -03:00
sdfgi_preprocess.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
skeleton.glsl Fix math error in blend shape application tolerance 2021-02-17 10:30:29 +01:00
sky.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
sort.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
specular_merge.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
ssao_blur.glsl Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
ssao_downsample.glsl Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
ssao_importance_map.glsl Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
ssao_interleave.glsl Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
ssao.glsl SSAO cleanup and fixes 2021-01-03 21:32:22 -08:00
subsurface_scattering.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
tonemap.glsl RenderingServer reorganization 2020-12-04 18:39:46 -03:00
volumetric_fog.glsl As GLSLang seems to be all or nothing, added our own defines 2021-03-31 21:47:25 +11:00