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godot/servers/rendering/renderer_rd/shaders
clayjohn 14b60f2264 Optimize vertex shader using mat3x4 to reduce bandwidth, load/store operations and ALUs 2025-09-26 23:20:08 -07:00
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effects Merge pull request #108636 from clayjohn/MSAA-depth-mobile 2025-09-17 11:34:13 -05:00
environment Fix spotlight's shadow with volumetric fog 2025-08-13 09:28:06 +02:00
forward_clustered Optimize vertex shader using mat3x4 to reduce bandwidth, load/store operations and ALUs 2025-09-26 23:20:08 -07:00
forward_mobile Optimize vertex shader using mat3x4 to reduce bandwidth, load/store operations and ALUs 2025-09-26 23:20:08 -07:00
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 [MSDF] Fix outline bleed out at small sizes. 2025-08-31 23:35:33 +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 vertex shader using mat3x4 to reduce bandwidth, load/store operations and ALUs 2025-09-26 23:20:08 -07:00
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 Increase precision of SpotLight attenuation calculation to avoid driver bug on Intel devices 2025-09-09 13:18:55 -07:00
scene_forward_vertex_lights_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
skeleton.glsl