mirror of https://github.com/godotengine/godot
It can be enabled in the Project Settings (`rendering/quality/filters/use_debanding`). It's disabled by default as it has a small performance impact and can make PNG screenshots much larger (due to how dithering works). As a result, it should be enabled only when banding is noticeable enough. Since debanding requires a HDR viewport to work, it's only supported in the GLES3 backend. |
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| .. | ||
| SCsub | ||
| rasterizer.cpp | ||
| rasterizer.h | ||
| shader_language.cpp | ||
| shader_language.h | ||
| shader_types.cpp | ||
| shader_types.h | ||
| visual_server_canvas.cpp | ||
| visual_server_canvas.h | ||
| visual_server_globals.cpp | ||
| visual_server_globals.h | ||
| visual_server_raster.cpp | ||
| visual_server_raster.h | ||
| visual_server_scene.cpp | ||
| visual_server_scene.h | ||
| visual_server_viewport.cpp | ||
| visual_server_viewport.h | ||
| visual_server_wrap_mt.cpp | ||
| visual_server_wrap_mt.h | ||