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godot/servers/rendering/renderer_rd/shaders/effects
Allen Pestaluky 628df323e2 Add `agx_white`, `agx_contrast` and HDR support to the AgX tonemapper.
Also optimize all tonemappers to perform less calculations per-pixel.

Note: unlike `white`, `agx_white` is limited to a minimum of `2.0` and defaults to `16.29`. When using a RGB10A2 render buffer, `agx_white` will be ignored and a value of `2.0` will be used instead to ensure good behavior on the Mobile renderer.
2025-12-03 09:01:39 -05:00
..
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
octmap_downsampler_raster.glsl
octmap_filter.glsl
octmap_filter_raster.glsl
octmap_roughness.glsl
octmap_roughness_inc.glsl
octmap_roughness_raster.glsl
resolve.glsl
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 Add `agx_white`, `agx_contrast` and HDR support to the AgX tonemapper. 2025-12-03 09:01:39 -05:00
tonemap_mobile.glsl Add `agx_white`, `agx_contrast` and HDR support to the AgX tonemapper. 2025-12-03 09:01:39 -05:00
vrs.glsl