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blur_raster_inc.glsl
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Implement Physical Light Units as an optional setting.
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2022-08-31 12:14:46 -07:00 |
blur_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
bokeh_dof_inc.glsl
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Implement Physical Light Units as an optional setting.
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2022-08-31 12:14:46 -07:00 |
bokeh_dof_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
bokeh_dof.glsl
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Fix DoF artifacting at high blur amounts
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2022-09-05 21:38:40 +03:00 |
copy_to_fb.glsl
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Various fixes and documentation for CanvasGroup
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2022-12-13 10:22:18 -08:00 |
copy.glsl
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Add option to enable HDR rendering in 2D
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2023-08-07 11:24:03 +02:00 |
cube_to_dp.glsl
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Moved cube_to_dp and cubemap logic into CopyEffects
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2022-06-24 18:04:28 +10:00 |
cubemap_downsampler_inc.glsl
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Moved cube_to_dp and cubemap logic into CopyEffects
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2022-06-24 18:04:28 +10:00 |
cubemap_downsampler_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
cubemap_downsampler.glsl
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Moved cube_to_dp and cubemap logic into CopyEffects
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2022-06-24 18:04:28 +10:00 |
cubemap_filter_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
cubemap_filter.glsl
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Moved cube_to_dp and cubemap logic into CopyEffects
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2022-06-24 18:04:28 +10:00 |
cubemap_roughness_inc.glsl
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Properly remap roughness when reading from radiance map
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2022-12-02 15:39:20 -08:00 |
cubemap_roughness_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
cubemap_roughness.glsl
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Moved cube_to_dp and cubemap logic into CopyEffects
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2022-06-24 18:04:28 +10:00 |
fsr_upscale.glsl
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One Copyright Update to rule them all
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2023-01-05 13:25:55 +01:00 |
luminance_reduce_raster_inc.glsl
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Move luminance effect into its own class and use new buffers system
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2023-01-07 14:40:42 +11:00 |
luminance_reduce_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
luminance_reduce.glsl
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Move luminance effect into its own class and use new buffers system
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2023-01-07 14:40:42 +11:00 |
motion_vectors.glsl
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Improve visual feedback when using the motion vectors debug view option.
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2023-08-28 10:14:21 -03:00 |
resolve.glsl
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Split GI effects and fix stereoscopic rendering of GI effects
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2022-06-22 12:50:17 +10:00 |
roughness_limiter.glsl
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Move roughness limiter and sort into their own classes
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2023-03-09 21:58:55 +11:00 |
screen_space_reflection_filter.glsl
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Move screen space effects into a separate class
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2022-07-19 13:27:39 +10:00 |
screen_space_reflection_inc.glsl
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Move screen space effects into a separate class
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2022-07-19 13:27:39 +10:00 |
screen_space_reflection_scale.glsl
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Fix various typos with codespell
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2023-08-07 13:09:47 +02:00 |
screen_space_reflection.glsl
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Revert the change of the limit for interpolation of R0 with respect to metallic and SSR
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2023-07-18 19:18:19 +02:00 |
SCsub
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Make dependencies with shader includes in subfolders
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2022-09-26 12:29:19 +10:00 |
shadow_frustum.glsl
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Draw frustum splices ontop of direction shadow atlas for debug purposes
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2023-06-11 11:48:11 +10:00 |
sort.glsl
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Move roughness limiter and sort into their own classes
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2023-03-09 21:58:55 +11:00 |
specular_merge.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
ss_effects_downsample.glsl
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Fix sampling bug when SSAO is using half size
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2023-02-16 00:37:12 -08:00 |
ssao_blur.glsl
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Move screen space effects into a separate class
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2022-07-19 13:27:39 +10:00 |
ssao_importance_map.glsl
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Convert en_GB spelling to en_US with codespell
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2023-01-23 11:02:20 +01:00 |
ssao_interleave.glsl
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Convert en_GB spelling to en_US with codespell
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2023-01-23 11:02:20 +01:00 |
ssao.glsl
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Increase SSAO and SSIL bias to account for variance in mipmap generation
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2023-02-21 10:25:33 -08:00 |
ssil_blur.glsl
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Convert en_GB spelling to en_US with codespell
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2023-01-23 11:02:20 +01:00 |
ssil_importance_map.glsl
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Convert en_GB spelling to en_US with codespell
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2023-01-23 11:02:20 +01:00 |
ssil_interleave.glsl
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Convert en_GB spelling to en_US with codespell
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2023-01-23 11:02:20 +01:00 |
ssil.glsl
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Increase SSAO and SSIL bias to account for variance in mipmap generation
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2023-02-21 10:25:33 -08:00 |
subsurface_scattering.glsl
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Extracting render buffers and changing it to a more generic solution
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2022-09-01 20:01:45 +10:00 |
taa_resolve.glsl
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Flip convention of motion vector to point from current pixel to the previous pixel.
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2023-08-28 09:30:20 -03:00 |
tonemap.glsl
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Merge pull request #80215 from clayjohn/HDR-2D
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2023-08-08 16:57:33 +02:00 |
vrs.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |