godot/servers/rendering/renderer_rd/forward_clustered
reduz d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
..
render_forward_clustered.cpp Remove low_end option from renderer, being replaced by separate implementation 2021-04-09 22:04:56 +10:00
render_forward_clustered.h Move clustered renderer functionality 2021-04-05 23:11:38 +10:00
scene_shader_forward_clustered.cpp Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
scene_shader_forward_clustered.h Remove low_end option from renderer, being replaced by separate implementation 2021-04-09 22:04:56 +10:00
SCsub Move clustered renderer functionality 2021-04-05 23:11:38 +10:00