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godot/servers/rendering/renderer_rd/shaders
Rémi Verschelde 4db916dac6
Merge pull request #114908 from clayjohn/RD-env-roughness
Overhaul compute shader based environment roughness calculation to improve performance and quality
2026-01-13 22:20:59 +01:00
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effects Merge pull request #114908 from clayjohn/RD-env-roughness 2026-01-13 22:20:59 +01:00
environment Merge pull request #113334 from Image-unavailable/voxelgi-reflection-fix 2026-01-01 16:46:05 +01:00
forward_clustered Prevent SSR from getting affected by specular occlusion. 2026-01-08 11:41:21 +03:00
forward_mobile Workaround crash in pipeline creation on intel Mesa devices by avoiding using half floats in derivative functions 2026-01-08 14:23:38 -08:00
SCsub
blit.glsl Fix debanding for Mobile rendering method with HDR 2D. 2025-07-24 16:11:49 -04:00
canvas.glsl Reorganize canvas shader varyings in RD renderer 2025-11-14 22:29:28 -08:00
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl 2D: Switch to VBOs for instance data 2025-11-15 06:25:49 +11:00
cluster_data_inc.glsl
cluster_debug.glsl
cluster_render.glsl [macOS] Selectively bake specific shader variants for MoltenVK. 2025-07-09 20:09:56 +03:00
cluster_store.glsl
decal_data_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
giprobe_write.glsl
half_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
light_data_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
oct_inc.glsl Rewrite Radiance and Reflection probes to use Octahedral maps. 2025-12-02 17:48:12 -08:00
particles.glsl
particles_copy.glsl
samplers_inc.glsl
scene_data_inc.glsl Rewrite Radiance and Reflection probes to use Octahedral maps. 2025-12-02 17:48:12 -08:00
scene_forward_aa_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
scene_forward_gi_inc.glsl
scene_forward_lights_inc.glsl Rewrite Radiance and Reflection probes to use Octahedral maps. 2025-12-02 17:48:12 -08:00
scene_forward_vertex_lights_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
skeleton.glsl