godot/servers/rendering/renderer_rd/shaders
clayjohn 8fa76a5272 Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
..
effects Properly scale SSR reflection based on metallic value for dielectric materials 2022-09-09 16:52:02 -07:00
environment Move debanding into internal sky shader code so that it is applied after everything else. 2022-09-13 10:39:04 -07:00
blit.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
canvas_occlusion.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
canvas_sdf.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
canvas_uniforms_inc.glsl Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
canvas.glsl Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
cluster_data_inc.glsl Create mobile renderer 2021-05-03 21:54:11 +10:00
cluster_debug.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
cluster_render.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
cluster_store.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
decal_data_inc.glsl More fixes to mobile renderer 2021-08-18 12:20:19 -03:00
giprobe_write.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
light_data_inc.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
luminance_reduce_raster_inc.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
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 RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
particles_copy.glsl Revert "Fix particle trail glitch" 2022-03-01 20:16:10 +01:00
particles.glsl Fix vector field particle attractor texture sampling 2022-07-29 16:52:54 +02:00
roughness_limiter.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
scene_forward_aa_inc.glsl clang-format: Disable alignment of operands, too unreliable 2021-10-28 15:19:35 +02:00
scene_forward_clustered_inc.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
scene_forward_clustered.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
scene_forward_gi_inc.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
scene_forward_lights_inc.glsl Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI 2022-09-12 08:45:40 -07:00
scene_forward_mobile_inc.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
scene_forward_mobile.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
SCsub SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
skeleton.glsl Add Blendshape Support 2022-08-20 20:59:28 -07:00
sort.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00