..
blend_shape.glsl
Style: Enable clang-format on GLSL shaders
2018-08-27 07:34:14 +02:00
canvas_shadow.glsl
update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options
2019-07-28 11:43:01 +08:00
canvas.glsl
Merge pull request #34551 from MadEqua/fix-light-with-skeleton
2020-01-03 08:32:29 +01:00
copy.glsl
changed the constant scale of cube_normal to -1.0 instead of -1000000.0; this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards.
2019-08-17 14:01:55 +02:00
cube_to_dp.glsl
Style: Enable clang-format on GLSL shaders
2018-08-27 07:34:14 +02:00
cubemap_filter.glsl
GLES3: Slight optimization to irradiance compute
2020-01-19 11:03:11 +01:00
effect_blur.glsl
fixed bug in mip map sigma
2019-04-12 17:48:38 -07:00
exposure.glsl
Style: Enable clang-format on GLSL shaders
2018-08-27 07:34:14 +02:00
lens_distorted.glsl
Moving lens distortion shader into drivers and adding GLES2 support
2018-10-02 17:14:43 +10:00
particles.glsl
Style: Enable clang-format on GLSL shaders
2018-08-27 07:34:14 +02:00
resolve.glsl
Style: Enable clang-format on GLSL shaders
2018-08-27 07:34:14 +02:00
scene.glsl
Use correct omni light attenuation
2019-12-29 17:22:34 +01:00
screen_space_reflection.glsl
Explicitly use floating point numbers in the our shaders
2019-02-24 23:35:10 +00:00
SCsub
Moving lens distortion shader into drivers and adding GLES2 support
2018-10-02 17:14:43 +10:00
ssao_blur.glsl
Style: Enable clang-format on GLSL shaders
2018-08-27 07:34:14 +02:00
ssao_minify.glsl
Style: Enable clang-format on GLSL shaders
2018-08-27 07:34:14 +02:00
ssao.glsl
Improve SSAO performance and quality
2019-05-26 12:01:01 +02:00
subsurf_scattering.glsl
Style: Enable clang-format on GLSL shaders
2018-08-27 07:34:14 +02:00
tonemap.glsl
Removed clamping of the Linear tonemapping when KEEP_3D_LINEAR
2019-08-29 18:14:19 +02:00