godot/servers/rendering/rasterizer_rd/shaders
2020-08-19 22:58:14 -07:00
..
bokeh_dof.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
canvas_occlusion.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
canvas_uniforms_inc.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
canvas.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
cluster_data_inc.glsl Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
copy_to_fb.glsl Addition of SDFGI for open world global illumination 2020-06-26 11:06:48 -03:00
copy.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
cube_to_dp.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
cubemap_downsampler.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
cubemap_filter.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
cubemap_roughness.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
gi.glsl Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
giprobe_debug.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
giprobe_sdf.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
giprobe_write.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
giprobe.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
luminance_reduce.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
resolve.glsl Addition of SDFGI for open world global illumination 2020-06-26 11:06:48 -03:00
roughness_limiter.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
scene_high_end_inc.glsl Restored fog (non volumetric). 2020-08-13 22:09:22 -03:00
scene_high_end.glsl Restored fog (non volumetric). 2020-08-13 22:09:22 -03:00
screen_space_reflection_filter.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
screen_space_reflection_scale.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
screen_space_reflection.glsl Addition of SDFGI for open world global illumination 2020-06-26 11:06:48 -03:00
SCsub Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
sdfgi_debug_probes.glsl Addition of SDFGI for open world global illumination 2020-06-26 11:06:48 -03:00
sdfgi_debug.glsl Addition of SDFGI for open world global illumination 2020-06-26 11:06:48 -03:00
sdfgi_direct_light.glsl Addition of SDFGI for open world global illumination 2020-06-26 11:06:48 -03:00
sdfgi_fields.glsl Addition of SDFGI for open world global illumination 2020-06-26 11:06:48 -03:00
sdfgi_integrate.glsl Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
sdfgi_preprocess.glsl Slight occlusion improvements. 2020-06-28 09:11:21 -03:00
shadow_reduce.glsl Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
sky.glsl Add fog to sky shaders 2020-08-19 22:58:14 -07:00
specular_merge.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
ssao_blur.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
ssao_minify.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
ssao.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
subsurface_scattering.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
tonemap.glsl GLSL: Change shader type specifier from [vertex] to #[vertex] 2020-05-18 10:58:14 +02:00
volumetric_fog.glsl Added volumetric fog effect. 2020-08-13 11:28:45 -03:00