godot/servers/rendering/renderer_rd/shaders
Manuel Dun e2321c21db Enable the use of all builtins on the light shader
When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 -04:00
..
effects Use proper UV in cubemap downsampler raster 2023-05-03 01:06:34 -07:00
environment Fix unsupported sampler filter used for voxel GI 2023-04-26 20:54:06 +02:00
forward_clustered Enable the use of all builtins on the light shader 2023-06-08 14:14:14 -04:00
forward_mobile Enable the use of all builtins on the light shader 2023-06-08 14:14:14 -04:00
blit.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
canvas_occlusion.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
canvas_sdf.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
canvas_uniforms_inc.glsl Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE 2023-01-18 19:52:47 -08:00
canvas.glsl Clamp normal when calculating 2D lighting to avoid artifacts 2023-04-18 17:26:17 -07:00
cluster_data_inc.glsl Create mobile renderer 2021-05-03 21:54:11 +10:00
cluster_debug.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
cluster_render.glsl Save cluster render shader from being optimized out entirely 2023-05-08 18:39:49 +02:00
cluster_store.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
decal_data_inc.glsl More fixes to mobile renderer 2021-08-18 12:20:19 -03:00
giprobe_write.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
light_data_inc.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
particles_copy.glsl Translate inactive particles to -INF 2023-04-12 19:32:39 -04:00
particles.glsl Check for disabled particle trail particle before initializing particle trail 2022-12-22 11:30:59 -07:00
scene_data_inc.glsl Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
scene_forward_aa_inc.glsl Fix alpha hash by correcting typos and doing calculations in object space 2022-11-14 17:57:49 -08:00
scene_forward_gi_inc.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
scene_forward_lights_inc.glsl Enable the use of all builtins on the light shader 2023-06-08 14:14:14 -04:00
SCsub Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
skeleton.glsl Automatically transform Skeleton2D calculations so pivots are not needed 2023-01-27 14:55:22 -08:00