godot/servers/rendering/renderer_rd/shaders
Rie 5efa6ba489
Fix incorrect Reinhard tonemap operator
2024-09-25 12:34:23 +02:00
..
effects Fix incorrect Reinhard tonemap operator 2024-09-25 12:34:23 +02:00
environment Style: Apply new `clang-format` changes 2024-09-20 08:09:48 -05:00
forward_clustered Style: Apply new `clang-format` changes 2024-09-20 08:09:48 -05:00
forward_mobile Style: Apply new `clang-format` changes 2024-09-20 08:09:48 -05:00
SCsub
blit.glsl Add option to enable HDR rendering in 2D 2023-08-07 11:24:03 +02:00
canvas.glsl Calculate pixel snap in canvas space instead of world space 2024-09-20 17:43:33 -07:00
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl 2D: Add batching to RendererCanvasRenderRD 2024-09-12 05:26:06 +10:00
cluster_data_inc.glsl
cluster_debug.glsl
cluster_render.glsl
cluster_store.glsl
decal_data_inc.glsl
giprobe_write.glsl
light_data_inc.glsl
particles.glsl Style: Apply new `clang-format` changes 2024-09-20 08:09:48 -05:00
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
samplers_inc.glsl Style: Trim trailing whitespace and ensure newline at EOF 2024-05-08 10:12:46 +02:00
scene_data_inc.glsl Add optional depth fog 2024-02-17 22:39:34 -03:00
scene_forward_aa_inc.glsl
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 Merge pull request #96426 from clayjohn/RD-reflection-probe-roughness 2024-09-03 11:43:52 +02:00
skeleton.glsl Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00