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godot/servers/rendering/renderer_rd/shaders/effects
Skyth f975cfe037 Pick the sample closer to the camera when resolving 2x MSAA. 2026-01-19 22:02:57 +03:00
..
fsr2
SCsub
blur_raster.glsl
blur_raster_inc.glsl
bokeh_dof.glsl
bokeh_dof_inc.glsl
bokeh_dof_raster.glsl
copy.glsl
copy_to_fb.glsl
cube_to_dp.glsl
cube_to_octmap.glsl
fsr_upscale.glsl
luminance_reduce.glsl
luminance_reduce_raster.glsl
luminance_reduce_raster_inc.glsl
motion_vector_inc.glsl
motion_vectors.glsl
motion_vectors_store.glsl
octmap_downsampler.glsl Fix downsampled radiance map generation. 2026-01-12 18:56:10 -08:00
octmap_downsampler_raster.glsl
octmap_filter.glsl Handle RGB10_A2 storage format in octmap shaders. 2026-01-08 11:16:40 +03:00
octmap_filter_raster.glsl
octmap_roughness.glsl Overhaul compute shader based environment roughness calculation to improve performance and quality 2026-01-12 22:07:56 -08:00
octmap_roughness_inc.glsl
octmap_roughness_raster.glsl Merge pull request #114279 from clayjohn/sky-singularity 2026-01-06 09:56:53 -06:00
resolve.glsl Pick the sample closer to the camera when resolving 2x MSAA. 2026-01-19 22:02:57 +03:00
resolve_raster.glsl
roughness_limiter.glsl
screen_space_reflection.glsl
screen_space_reflection_downsample.glsl
screen_space_reflection_filter.glsl
screen_space_reflection_hiz.glsl
screen_space_reflection_resolve.glsl
shadow_frustum.glsl
smaa_blending.glsl
smaa_edge_detection.glsl
smaa_weight_calculation.glsl
sort.glsl
specular_merge.glsl
ss_effects_downsample.glsl
ssao.glsl
ssao_blur.glsl
ssao_importance_map.glsl
ssao_interleave.glsl
ssil.glsl
ssil_blur.glsl
ssil_importance_map.glsl
ssil_interleave.glsl
subsurface_scattering.glsl
taa_resolve.glsl
tonemap.glsl
tonemap_mobile.glsl Fix MSAA crashing Mali GPUs when using subpasses. 2026-01-09 15:04:36 +03:00
vrs.glsl