godot/servers/visual/rasterizer_rd/shaders
Juan Linietsky d6e4b45994 More correctly divide alpha by 8 for mipmaps, fixes voxel overocclusion. 2020-02-11 12:05:04 +01:00
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SCsub Dynamic object support for GI Probes (a bit buggy still) 2020-02-11 12:03:52 +01:00
blur.glsl Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
blur_inc.glsl Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
canvas.glsl Environment sky more or less working. 2020-02-11 12:01:05 +01:00
canvas_occlusion.glsl Custom material support seems complete. 2020-02-11 11:53:29 +01:00
canvas_uniforms_inc.glsl Custom material support seems complete. 2020-02-11 11:53:29 +01:00
copy.glsl Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
cubemap_roughness.glsl Environment sky more or less working. 2020-02-11 12:01:05 +01:00
giprobe.glsl More correctly divide alpha by 8 for mipmaps, fixes voxel overocclusion. 2020-02-11 12:05:04 +01:00
giprobe_debug.glsl Dynamic object support for GI Probes (a bit buggy still) 2020-02-11 12:03:52 +01:00
giprobe_sdf.glsl Dynamic object support for GI Probes (a bit buggy still) 2020-02-11 12:03:52 +01:00
giprobe_write.glsl GIProbes working. 2020-02-11 12:03:20 +01:00
scene_forward.glsl Several fixes to GIProbes 2020-02-11 12:04:56 +01:00
scene_forward_inc.glsl AO support for GIProbe (right on time for Godot Sprint!) 2020-02-11 12:03:55 +01:00
sky.glsl Environment sky more or less working. 2020-02-11 12:01:05 +01:00
tonemap.glsl Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00