mirror of https://github.com/godotengine/godot
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process(). |
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|---|---|---|
| .. | ||
| forward_clustered | ||
| shaders | ||
| SCsub | ||
| cluster_builder_rd.cpp | ||
| cluster_builder_rd.h | ||
| effects_rd.cpp | ||
| effects_rd.h | ||
| pipeline_cache_rd.cpp | ||
| pipeline_cache_rd.h | ||
| renderer_canvas_render_rd.cpp | ||
| renderer_canvas_render_rd.h | ||
| renderer_compositor_rd.cpp | ||
| renderer_compositor_rd.h | ||
| renderer_scene_environment_rd.cpp | ||
| renderer_scene_environment_rd.h | ||
| renderer_scene_gi_rd.cpp | ||
| renderer_scene_gi_rd.h | ||
| renderer_scene_render_rd.cpp | ||
| renderer_scene_render_rd.h | ||
| renderer_scene_sky_rd.cpp | ||
| renderer_scene_sky_rd.h | ||
| renderer_storage_rd.cpp | ||
| renderer_storage_rd.h | ||
| shader_compiler_rd.cpp | ||
| shader_compiler_rd.h | ||
| shader_rd.cpp | ||
| shader_rd.h | ||