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godot/servers/rendering/renderer_rd/shaders
Thaddeus Crews aa0c7bb840
Merge pull request #109970 from allenwp/add-debanding-smaa-before-spatial-upscaler
Add debanding to SMAA and apply debanding before spatial upscalers.
2025-08-26 19:01:11 -05:00
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effects Merge pull request #109970 from allenwp/add-debanding-smaa-before-spatial-upscaler 2025-08-26 19:01:11 -05:00
environment Check for Vulkan Memory Model support and make it a variant. 2025-07-25 09:24:58 -03:00
forward_clustered Fix lightmap dynamic objects with physical lights 2025-07-17 20:58:03 -03:00
forward_mobile Fix mobile renderer motion vectors regression 2025-08-12 16:45:31 -05:00
SCsub Adding ability to include build-in include files (precursor to custom shader templates) 2024-11-24 08:47:45 +11:00
blit.glsl Fix debanding for Mobile rendering method with HDR 2D. 2025-07-24 16:11:49 -04:00
canvas.glsl Fix MSDF outline size clamping. 2025-08-19 08:28:33 +03:00
canvas_occlusion.glsl Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes. 2024-12-17 07:41:09 -08:00
canvas_sdf.glsl
canvas_uniforms_inc.glsl Add shader baker to project exporter. 2025-05-27 12:45:27 -03:00
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
particles.glsl Fix: Mass property particle shader error 2025-01-28 21:00:26 -05:00
particles_copy.glsl
samplers_inc.glsl
scene_data_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
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 Fix division by zero in clearcoat 2025-07-08 01:58:37 +00:00
scene_forward_vertex_lights_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
skeleton.glsl