godot/servers/rendering/renderer_rd/effects
Rémi Verschelde 465d4c1d95
Merge pull request #70009 from clayjohn/glow-hq
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 23:32:15 +01:00
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SCsub Splitting tonemapper into its own class 2022-04-28 15:00:30 +10:00
bokeh_dof.cpp Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
bokeh_dof.h Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
copy_effects.cpp Merge pull request #70009 from clayjohn/glow-hq 2022-12-13 23:32:15 +01:00
copy_effects.h Merge pull request #70009 from clayjohn/glow-hq 2022-12-13 23:32:15 +01:00
fsr.cpp Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
fsr.h Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
resolve.cpp Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
resolve.h Expose `BarrierMask` as flags enum in `RenderingDevice` 2022-11-22 09:45:20 +03:00
ss_effects.cpp Code simplifications found by cppcheck 2022-11-21 08:43:36 +01:00
ss_effects.h Remove redundant Variant-types initializations 2022-11-14 19:35:19 +01:00
taa.cpp Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
taa.h Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
tone_mapper.cpp Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
tone_mapper.h Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
vrs.cpp Fix VRS issues 2022-11-17 00:32:42 +11:00
vrs.h Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00