..
bokeh_dof.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
canvas.glsl
Implement DirectionalLight2D
2020-11-04 10:03:01 -03:00
canvas_occlusion.glsl
Refactored 2D shader and lighting system
2020-10-24 15:57:25 -03:00
canvas_uniforms_inc.glsl
Implement DirectionalLight2D
2020-11-04 10:03:01 -03:00
cluster_data_inc.glsl
Added volumetric fog effect.
2020-08-13 11:28:45 -03:00
copy.glsl
Implement CanvasGroup and CanvasItem clipping
2020-10-28 18:53:32 -03:00
copy_to_fb.glsl
Addition of SDFGI for open world global illumination
2020-06-26 11:06:48 -03:00
cube_to_dp.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
cubemap_downsampler.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
cubemap_filter.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
cubemap_roughness.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
gi.glsl
Added volumetric fog effect.
2020-08-13 11:28:45 -03:00
giprobe.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
giprobe_debug.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
giprobe_sdf.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
giprobe_write.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
luminance_reduce.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
particles.glsl
Implement GPU Particle Collisions
2020-10-09 13:25:47 -03:00
particles_copy.glsl
Re-Implement GPU particles on master.
2020-09-02 21:37:11 +02:00
resolve.glsl
Addition of SDFGI for open world global illumination
2020-06-26 11:06:48 -03:00
roughness_limiter.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
scene_high_end.glsl
Remove empty lines around braces with the formatting script
2020-11-16 23:38:11 -05:00
scene_high_end_inc.glsl
Add aerial perspective to fixed fog
2020-10-17 10:53:07 -07:00
screen_space_reflection.glsl
Merge pull request #38949 from puchik/ssr-fix-cutoff
2020-10-18 14:45:33 -03:00
screen_space_reflection_filter.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
screen_space_reflection_scale.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
SCsub
Revert "Replace SAO implementation with MSSAO"
2020-10-18 19:27:51 -03:00
sdfgi_debug.glsl
Addition of SDFGI for open world global illumination
2020-06-26 11:06:48 -03:00
sdfgi_debug_probes.glsl
Addition of SDFGI for open world global illumination
2020-06-26 11:06:48 -03:00
sdfgi_direct_light.glsl
Fix typos with codespell
2020-09-18 13:44:25 +02:00
sdfgi_fields.glsl
Addition of SDFGI for open world global illumination
2020-06-26 11:06:48 -03:00
sdfgi_integrate.glsl
Fix typos with codespell
2020-09-18 13:44:25 +02:00
sdfgi_preprocess.glsl
Fix typos with codespell
2020-09-18 13:44:25 +02:00
shadow_reduce.glsl
Added volumetric fog effect.
2020-08-13 11:28:45 -03:00
sky.glsl
Merge pull request #41415 from clayjohn/VULKAN-shader-overrides
2020-10-18 18:33:41 -03:00
sort.glsl
Re-Implement GPU particles on master.
2020-09-02 21:37:11 +02:00
specular_merge.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
ssao.glsl
Revert "Replace SAO implementation with MSSAO"
2020-10-18 19:27:51 -03:00
ssao_blur.glsl
Revert "Replace SAO implementation with MSSAO"
2020-10-18 19:27:51 -03:00
ssao_minify.glsl
Revert "Replace SAO implementation with MSSAO"
2020-10-18 19:27:51 -03:00
subsurface_scattering.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
tonemap.glsl
Environment brightness, contrast, saturation restore with color correction.
2020-11-28 07:37:49 -08:00
volumetric_fog.glsl
Fix typos with codespell
2020-09-18 13:44:25 +02:00