godot/servers/rendering/renderer_rd/shaders
RandomCatDude 149f16b2fa fix spotlight shadows in volumetric fog
(cherry picked from commit 59c31004f8)
2023-03-27 16:47:46 +02:00
..
effects Increase SSAO and SSIL bias to account for variance in mipmap generation 2023-02-21 10:25:33 -08:00
environment fix spotlight shadows in volumetric fog 2023-03-27 16:47:46 +02:00
forward_clustered Add render buffer support to screen space effects 2023-02-10 10:27:59 +11:00
forward_mobile Expose EYE_OFFSET to gdshader code 2023-02-01 12:39:13 +11:00
SCsub Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
blit.glsl
canvas.glsl fix normal map not flipping in sprite2D 2023-01-14 11:51:56 +05:30
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE 2023-01-18 19:52:47 -08:00
cluster_data_inc.glsl
cluster_debug.glsl
cluster_render.glsl Merge pull request #67746 from SonnyBonds/fix_cluster_shader_mvk 2022-11-11 21:05:20 +01:00
cluster_store.glsl
decal_data_inc.glsl
giprobe_write.glsl
light_data_inc.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
particles.glsl Check for disabled particle trail particle before initializing particle trail 2022-12-22 11:30:59 -07:00
particles_copy.glsl Revert "Fix particle trail glitch" 2022-03-01 20:16:10 +01:00
roughness_limiter.glsl
scene_data_inc.glsl Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
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 Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
scene_forward_lights_inc.glsl Fix some SpotLight3D issues (clustering artifacts, light leak) 2023-01-24 01:08:32 +01:00
skeleton.glsl Automatically transform Skeleton2D calculations so pivots are not needed 2023-01-27 14:55:22 -08:00
sort.glsl