mirror of https://github.com/godotengine/godot
* Shadow quality settings now specialization constant. * Decal and light projector filters can be set. * Changing those settings forces re-creation of the pipelines. These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality. |
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| .. | ||
| SCsub | ||
| blit.glsl | ||
| bokeh_dof.glsl | ||
| canvas.glsl | ||
| canvas_occlusion.glsl | ||
| canvas_sdf.glsl | ||
| canvas_uniforms_inc.glsl | ||
| cluster_data_inc.glsl | ||
| cluster_debug.glsl | ||
| cluster_render.glsl | ||
| cluster_store.glsl | ||
| copy.glsl | ||
| copy_to_fb.glsl | ||
| cube_to_dp.glsl | ||
| cubemap_downsampler.glsl | ||
| cubemap_filter.glsl | ||
| cubemap_roughness.glsl | ||
| decal_data_inc.glsl | ||
| gi.glsl | ||
| giprobe_write.glsl | ||
| light_data_inc.glsl | ||
| luminance_reduce.glsl | ||
| particles.glsl | ||
| particles_copy.glsl | ||
| resolve.glsl | ||
| roughness_limiter.glsl | ||
| scene_forward_aa_inc.glsl | ||
| scene_forward_clustered.glsl | ||
| scene_forward_clustered_inc.glsl | ||
| scene_forward_gi_inc.glsl | ||
| scene_forward_lights_inc.glsl | ||
| scene_forward_mobile.glsl | ||
| scene_forward_mobile_inc.glsl | ||
| screen_space_reflection.glsl | ||
| screen_space_reflection_filter.glsl | ||
| screen_space_reflection_scale.glsl | ||
| sdfgi_debug.glsl | ||
| sdfgi_debug_probes.glsl | ||
| sdfgi_direct_light.glsl | ||
| sdfgi_integrate.glsl | ||
| sdfgi_preprocess.glsl | ||
| skeleton.glsl | ||
| sky.glsl | ||
| sort.glsl | ||
| specular_merge.glsl | ||
| ssao.glsl | ||
| ssao_blur.glsl | ||
| ssao_downsample.glsl | ||
| ssao_importance_map.glsl | ||
| ssao_interleave.glsl | ||
| subsurface_scattering.glsl | ||
| tonemap.glsl | ||
| volumetric_fog.glsl | ||
| voxel_gi.glsl | ||
| voxel_gi_debug.glsl | ||
| voxel_gi_sdf.glsl | ||