godot/servers/rendering
reduz 3e2281a347 Improve SDFGI indirect light feedback loop
-Use occlusion for feedback, further reduces light leaking.
-More control on feedback, now its a slider.
2021-02-07 21:30:12 -03:00
..
renderer_rd Improve SDFGI indirect light feedback loop 2021-02-07 21:30:12 -03:00
SCsub RenderingServer reorganization 2020-12-04 18:39:46 -03:00
renderer_canvas_cull.cpp Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
renderer_canvas_cull.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_canvas_render.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_canvas_render.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_compositor.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_compositor.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene.h Improve SDFGI indirect light feedback loop 2021-02-07 21:30:12 -03:00
renderer_scene_cull.cpp Rewrote how barriers work for faster rendering 2021-02-04 09:42:28 -03:00
renderer_scene_cull.h Improve SDFGI indirect light feedback loop 2021-02-07 21:30:12 -03:00
renderer_scene_render.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene_render.h Improve SDFGI indirect light feedback loop 2021-02-07 21:30:12 -03:00
renderer_storage.cpp Rewrite render code to be more cache and thread friendly. 2021-01-05 08:50:18 -03:00
renderer_storage.h Rewrote how barriers work for faster rendering 2021-02-04 09:42:28 -03:00
renderer_thread_pool.cpp Threaded optimizations to cull and render 2021-01-05 08:50:18 -03:00
renderer_thread_pool.h Threaded optimizations to cull and render 2021-01-05 08:50:18 -03:00
renderer_viewport.cpp Shadow map rendering optimization 2021-01-24 20:17:28 -03:00
renderer_viewport.h Shadow map rendering optimization 2021-01-24 20:17:28 -03:00
rendering_device.cpp Rewrote how barriers work for faster rendering 2021-02-04 09:42:28 -03:00
rendering_device.h Rewrote how barriers work for faster rendering 2021-02-04 09:42:28 -03:00
rendering_device_binds.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_device_binds.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_server_default.cpp Several GI related optimizations and fixes 2021-01-24 19:29:07 -03:00
rendering_server_default.h Improve SDFGI indirect light feedback loop 2021-02-07 21:30:12 -03:00
rendering_server_globals.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_server_globals.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_server_wrap_mt.cpp Modernize Thread 2021-01-29 12:02:13 +01:00
rendering_server_wrap_mt.h Improve SDFGI indirect light feedback loop 2021-02-07 21:30:12 -03:00
shader_language.cpp Make hex_to_int and bin_to_int handle the prefix automatically 2021-01-28 07:43:53 -05:00
shader_language.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
shader_types.cpp Renamed `emit_particle` to `emit_subparticle` shader function 2021-01-12 09:41:08 +03:00
shader_types.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00