godot/servers/visual
Hugo Locurcio 2dbc329704
Add a debanding property to Viewport for GLES3
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).

As a result, it should be enabled only when banding is noticeable enough.

Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
2020-10-20 19:07:15 +02:00
..
SCsub SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
rasterizer.cpp Option for software skinning in MeshInstance 2020-10-08 16:14:55 +02:00
rasterizer.h Add a debanding property to Viewport for GLES3 2020-10-20 19:07:15 +02:00
shader_language.cpp Fix typos with codespell 2020-09-18 14:09:51 +02:00
shader_language.h [3.2] Fix shader crash if pass const argument to 'out/inout' parameter 2020-06-25 10:27:37 +03:00
shader_types.cpp Add MODULATE builtin to canvas item shaders 2020-05-04 00:10:24 +02:00
shader_types.h
visual_server_canvas.cpp Make YSort stable 2020-09-29 13:57:57 +02:00
visual_server_canvas.h Make YSort stable 2020-09-29 13:57:57 +02:00
visual_server_globals.cpp
visual_server_globals.h
visual_server_raster.cpp Add shader time scaling 2020-06-06 23:59:48 +02:00
visual_server_raster.h Add a debanding property to Viewport for GLES3 2020-10-20 19:07:15 +02:00
visual_server_scene.cpp Merge pull request #41629 from JFonS/disable_baked_lights 2020-10-19 14:12:50 -03:00
visual_server_scene.h Optimize octree and fix octree leak 2020-08-18 11:02:21 +01:00
visual_server_viewport.cpp Add a debanding property to Viewport for GLES3 2020-10-20 19:07:15 +02:00
visual_server_viewport.h Add a debanding property to Viewport for GLES3 2020-10-20 19:07:15 +02:00
visual_server_wrap_mt.cpp
visual_server_wrap_mt.h Add a debanding property to Viewport for GLES3 2020-10-20 19:07:15 +02:00