godot/servers/rendering/renderer_rd/shaders
2024-04-04 13:54:15 +02:00
..
effects Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
environment Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
forward_clustered Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
forward_mobile Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
blit.glsl Add option to enable HDR rendering in 2D 2023-08-07 11:24:03 +02:00
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 option to enable HDR rendering in 2D 2023-08-07 11:24:03 +02:00
canvas.glsl Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data 2024-02-08 10:53:24 +01:00
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 Save cluster render shader from being optimized out entirely 2023-05-08 18:39:49 +02:00
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
particles_copy.glsl Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale 2023-09-08 20:01:57 +01:00
particles.glsl Particle internal refactor and additions for more artistic control 2023-10-10 20:03:35 +02:00
samplers_inc.glsl replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +03:00
scene_data_inc.glsl Add optional depth fog 2024-02-17 22:39:34 -03:00
scene_forward_aa_inc.glsl Fix alpha hash by correcting typos and doing calculations in object space 2022-11-14 17:57:49 -08:00
scene_forward_gi_inc.glsl Reduce the number of samplers used by the scene shaders 2023-12-15 17:13:44 -07:00
scene_forward_lights_inc.glsl Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
SCsub Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
skeleton.glsl Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00