godot/servers/rendering/renderer_rd/shaders
Hugo Locurcio e87ec8ec17
Add Soft Very Low shadow quality mode for 3D
This can be used to improve 3D shadow rendering quality at little
performance cost. Unlike the existing Hard setting which is limited
to variable shadow blur only, it works with both fixed blur and
variable blur.
2021-10-21 18:34:26 +02:00
..
blit.glsl Add source rectangle to blit 2021-08-29 14:57:16 +10:00
blur_raster_inc.glsl Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
blur_raster.glsl Scale color output in the mobile renderer to provide HDR support 2021-08-23 15:30:36 +10:00
bokeh_dof_inc.glsl Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
bokeh_dof_raster.glsl Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
bokeh_dof.glsl Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
canvas_occlusion.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
canvas_sdf.glsl Support for 2D particles to collide against SDF 2021-05-23 16:43:36 -03:00
canvas_uniforms_inc.glsl Makes FontData importable resource. 2021-08-27 15:43:18 +03:00
canvas.glsl Makes FontData importable resource. 2021-08-27 15:43:18 +03:00
cluster_data_inc.glsl Create mobile renderer 2021-05-03 21:54:11 +10:00
cluster_debug.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
cluster_render.glsl Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
cluster_store.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
copy_to_fb.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
copy.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
cube_to_dp.glsl Improvements to SpotLight3D and OmniLight3D's shadows 2021-08-19 13:46:51 +02:00
cubemap_downsampler_inc.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_downsampler_raster.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_downsampler.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_filter_raster.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_filter.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
cubemap_roughness_inc.glsl Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
cubemap_roughness_raster.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_roughness.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
decal_data_inc.glsl More fixes to mobile renderer 2021-08-18 12:20:19 -03:00
gi.glsl Remove unimplemented Environment.ambient_light_occlusion_color property 2021-10-07 17:47:52 +02:00
giprobe_write.glsl Remove leftovers of anisotropy in the VoxelGI shader code 2021-08-25 10:23:28 +02:00
light_data_inc.glsl More fixes to mobile renderer 2021-08-18 12:20:19 -03:00
luminance_reduce_raster_inc.glsl Scale color output in the mobile renderer to provide HDR support 2021-08-23 15:30:36 +10:00
luminance_reduce_raster.glsl Use fragment shader instead of compute shader for effects for mobile renderer 2021-07-25 13:58:21 +10:00
luminance_reduce.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
particles_copy.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
particles.glsl Support for 2D particles to collide against SDF 2021-05-23 16:43:36 -03:00
resolve.glsl Fix Subsurface Scattering 2021-07-05 17:17:45 -03:00
roughness_limiter.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
scene_forward_aa_inc.glsl Create mobile renderer 2021-05-03 21:54:11 +10:00
scene_forward_clustered_inc.glsl Remove unimplemented Environment.ambient_light_occlusion_color property 2021-10-07 17:47:52 +02:00
scene_forward_clustered.glsl Merge pull request #53790 from briansemrau/remove-distant-shadowy-void 2021-10-19 15:17:09 +02:00
scene_forward_gi_inc.glsl Rename GI Classes 2021-06-05 09:28:56 -03:00
scene_forward_lights_inc.glsl Add Soft Very Low shadow quality mode for 3D 2021-10-21 18:34:26 +02:00
scene_forward_mobile_inc.glsl Remove unimplemented Environment.ambient_light_occlusion_color property 2021-10-07 17:47:52 +02:00
scene_forward_mobile.glsl Remove incorrect fog height density remapping 2021-10-14 16:09:45 -04:00
screen_space_reflection_filter.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
screen_space_reflection_scale.glsl Fix SSR 2021-07-03 23:32:34 -03:00
screen_space_reflection.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
SCsub Changed SCsub for shaders to find shaders automatically and create dependencies with include files 2021-03-18 12:59:47 +11:00
sdfgi_debug_probes.glsl Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
sdfgi_debug.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
sdfgi_direct_light.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
sdfgi_integrate.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
sdfgi_preprocess.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
skeleton.glsl Fixes missng 2D engine bits 2021-05-11 11:21:36 -03:00
sky.glsl Scale color output in the mobile renderer to provide HDR support 2021-08-23 15:30:36 +10:00
sort.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
specular_merge.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
ssao_blur.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
ssao_downsample.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
ssao_importance_map.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
ssao_interleave.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
ssao.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
subsurface_scattering.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
tonemap.glsl Replace ACES tonemapper with a high quality one 2021-09-07 19:46:02 -03:00
volumetric_fog.glsl Rename GI Classes 2021-06-05 09:28:56 -03:00
voxel_gi_debug.glsl Remove leftovers of anisotropy in the VoxelGI shader code 2021-08-25 10:23:28 +02:00
voxel_gi_sdf.glsl Rename GI Classes 2021-06-05 09:28:56 -03:00
voxel_gi.glsl Remove leftovers of anisotropy in the VoxelGI shader code 2021-08-25 10:23:28 +02:00