godot/servers/rendering/renderer_rd/shaders/effects
Rémi Verschelde a6c72f9829
Merge pull request #81074 from DarioSamo/flip-motion-vectors
Flip convention of motion vectors.
2023-08-29 12:46:44 +02:00
..
blur_raster_inc.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
blur_raster.glsl Use fullscreen tri instead of quad 2023-08-05 17:09:06 -03:00
bokeh_dof_inc.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
bokeh_dof_raster.glsl Use fullscreen tri instead of quad 2023-08-05 17:09:06 -03:00
bokeh_dof.glsl Fix DoF artifacting at high blur amounts 2022-09-05 21:38:40 +03:00
copy_to_fb.glsl Various fixes and documentation for CanvasGroup 2022-12-13 10:22:18 -08:00
copy.glsl Add option to enable HDR rendering in 2D 2023-08-07 11:24:03 +02:00
cube_to_dp.glsl Moved cube_to_dp and cubemap logic into CopyEffects 2022-06-24 18:04:28 +10:00
cubemap_downsampler_inc.glsl Moved cube_to_dp and cubemap logic into CopyEffects 2022-06-24 18:04:28 +10:00
cubemap_downsampler_raster.glsl Use fullscreen tri instead of quad 2023-08-05 17:09:06 -03:00
cubemap_downsampler.glsl Moved cube_to_dp and cubemap logic into CopyEffects 2022-06-24 18:04:28 +10:00
cubemap_filter_raster.glsl Use fullscreen tri instead of quad 2023-08-05 17:09:06 -03:00
cubemap_filter.glsl Moved cube_to_dp and cubemap logic into CopyEffects 2022-06-24 18:04:28 +10:00
cubemap_roughness_inc.glsl Properly remap roughness when reading from radiance map 2022-12-02 15:39:20 -08:00
cubemap_roughness_raster.glsl Use fullscreen tri instead of quad 2023-08-05 17:09:06 -03:00
cubemap_roughness.glsl Moved cube_to_dp and cubemap logic into CopyEffects 2022-06-24 18:04:28 +10:00
fsr_upscale.glsl One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
luminance_reduce_raster_inc.glsl Move luminance effect into its own class and use new buffers system 2023-01-07 14:40:42 +11:00
luminance_reduce_raster.glsl Use fullscreen tri instead of quad 2023-08-05 17:09:06 -03:00
luminance_reduce.glsl Move luminance effect into its own class and use new buffers system 2023-01-07 14:40:42 +11:00
motion_vectors.glsl Improve visual feedback when using the motion vectors debug view option. 2023-08-28 10:14:21 -03:00
resolve.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
roughness_limiter.glsl Move roughness limiter and sort into their own classes 2023-03-09 21:58:55 +11:00
screen_space_reflection_filter.glsl Move screen space effects into a separate class 2022-07-19 13:27:39 +10:00
screen_space_reflection_inc.glsl Move screen space effects into a separate class 2022-07-19 13:27:39 +10:00
screen_space_reflection_scale.glsl Fix various typos with codespell 2023-08-07 13:09:47 +02:00
screen_space_reflection.glsl Revert the change of the limit for interpolation of R0 with respect to metallic and SSR 2023-07-18 19:18:19 +02:00
SCsub Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00
shadow_frustum.glsl Draw frustum splices ontop of direction shadow atlas for debug purposes 2023-06-11 11:48:11 +10:00
sort.glsl Move roughness limiter and sort into their own classes 2023-03-09 21:58:55 +11:00
specular_merge.glsl Use fullscreen tri instead of quad 2023-08-05 17:09:06 -03:00
ss_effects_downsample.glsl Fix sampling bug when SSAO is using half size 2023-02-16 00:37:12 -08:00
ssao_blur.glsl Move screen space effects into a separate class 2022-07-19 13:27:39 +10:00
ssao_importance_map.glsl Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
ssao_interleave.glsl Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
ssao.glsl Increase SSAO and SSIL bias to account for variance in mipmap generation 2023-02-21 10:25:33 -08:00
ssil_blur.glsl Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
ssil_importance_map.glsl Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
ssil_interleave.glsl Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
ssil.glsl Increase SSAO and SSIL bias to account for variance in mipmap generation 2023-02-21 10:25:33 -08:00
subsurface_scattering.glsl Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
taa_resolve.glsl Flip convention of motion vector to point from current pixel to the previous pixel. 2023-08-28 09:30:20 -03:00
tonemap.glsl Merge pull request #80215 from clayjohn/HDR-2D 2023-08-08 16:57:33 +02:00
vrs.glsl Use fullscreen tri instead of quad 2023-08-05 17:09:06 -03:00