godot/servers/rendering/renderer_rd/effects
Rémi Verschelde 49ed6c558c
Merge pull request #86809 from clayjohn/TAA-disocclusion
Tune TAA disocclusion scale to avoid rejecting all samples during motion.
2024-09-03 16:13:26 +02:00
..
SCsub
bokeh_dof.cpp
bokeh_dof.h
copy_effects.cpp Use a full screen triangle for mipmap calculations in mobile renderer 2024-05-02 13:17:09 -07:00
copy_effects.h Use a src rect for copying from screen with CanvasGroup in the mobile backend 2024-04-17 15:19:20 -07:00
debug_effects.cpp Rewrite reprojection for FSR2 to work correctly with Reverse-Z. 2024-05-10 11:57:27 -03:00
debug_effects.h
fsr.cpp
fsr.h
fsr2.cpp Fix double free in FSR2 destructor 2024-08-16 22:44:57 -07:00
fsr2.h
luminance.cpp
luminance.h
resolve.cpp
resolve.h
roughness_limiter.cpp
roughness_limiter.h
sort_effects.cpp
sort_effects.h
ss_effects.cpp [Core] Add scalar versions of `Vector*` `min/max/clamp/snap(ped)` 2024-05-02 10:31:13 +02:00
ss_effects.h
taa.cpp
taa.h
tone_mapper.cpp
tone_mapper.h
vrs.cpp Improvements to VRS/Foveated rendering 2024-05-03 17:20:30 +10:00
vrs.h Improvements to VRS/Foveated rendering 2024-05-03 17:20:30 +10:00