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Code
f3c906757c
godot
/
servers
/
rendering
/
renderer_rd
/
shaders
History
Rémi Verschelde
7b4927bb5f
Merge pull request
#60309
from The-O-King/oct
2022-08-22 19:29:21 +02:00
..
effects
Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again
2022-08-12 16:39:05 -06:00
environment
Add a shadow opacity property to Light3D
2022-08-07 11:06:32 +02:00
SCsub
SCons: Properly track codegen script dependency for generated GLSL headers
2022-07-02 16:01:48 +02:00
blit.glsl
…
canvas.glsl
…
canvas_occlusion.glsl
…
canvas_sdf.glsl
…
canvas_uniforms_inc.glsl
Rename RenderingServer global shader uniform methods to be more explicit
2022-07-28 18:46:59 +02:00
cluster_data_inc.glsl
…
cluster_debug.glsl
…
cluster_render.glsl
…
cluster_store.glsl
…
decal_data_inc.glsl
…
fsr_upscale.glsl
…
giprobe_write.glsl
…
light_data_inc.glsl
Add a shadow opacity property to Light3D
2022-08-07 11:06:32 +02:00
luminance_reduce.glsl
…
luminance_reduce_raster.glsl
…
luminance_reduce_raster_inc.glsl
…
particles.glsl
Fix vector field particle attractor texture sampling
2022-07-29 16:52:54 +02:00
particles_copy.glsl
…
roughness_limiter.glsl
…
scene_forward_aa_inc.glsl
…
scene_forward_clustered.glsl
Octahedral Normal/Tangent Compression
2022-08-13 08:09:32 -07:00
scene_forward_clustered_inc.glsl
Rename RenderingServer global shader uniform methods to be more explicit
2022-07-28 18:46:59 +02:00
scene_forward_gi_inc.glsl
…
scene_forward_lights_inc.glsl
Merge pull request
#62547
from clayjohn/ref_vec_pbr
2022-08-08 10:18:32 +02:00
scene_forward_mobile.glsl
Octahedral Normal/Tangent Compression
2022-08-13 08:09:32 -07:00
scene_forward_mobile_inc.glsl
Rename RenderingServer global shader uniform methods to be more explicit
2022-07-28 18:46:59 +02:00
skeleton.glsl
Add Blendshape Support
2022-08-20 20:59:28 -07:00
sort.glsl
…
subsurface_scattering.glsl
…
taa_resolve.glsl
Fix various typos not caught by codespell
2022-07-21 07:38:23 -04:00