godot/servers/rendering/renderer_rd/shaders/environment
Stuart Carnie 2d0165574d
Add Metal support for macOS (arm64) and iOS
2024-08-20 12:11:06 +02:00
..
SCsub Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00
gi.glsl Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
sdfgi_debug.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_debug_probes.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_direct_light.glsl Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
sdfgi_integrate.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_preprocess.glsl Fixup SDFGI shader compilation error after #80390 2024-01-03 08:51:08 +01:00
sky.glsl Add fixed fog to the sky in the Compatibility renderer 2024-08-17 23:33:26 -07:00
volumetric_fog.glsl Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
volumetric_fog_process.glsl Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
voxel_gi.glsl Use best fit normals for storing screen space normals 2023-12-21 14:41:29 -07:00
voxel_gi_debug.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
voxel_gi_sdf.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00