virtualx-engine/servers/rendering/renderer_rd/shaders
Hugo Locurcio 0eb06da057 Jitter shadow map dithering pattern across frames when TAA is enabled
This improves shadow quality by reducing the visibility of the noisy
pattern caused by dithering.

This jittering also applies when FSR2 is enabled, as it provides its own
form of temporal antialiasing.

Co-authored-by: Clay John <claynjohn@gmail.com>
2024-09-24 15:52:07 -07:00
..
effects Merge pull request #86809 from clayjohn/TAA-disocclusion 2024-09-03 16:13:26 +02:00
environment Style: Apply new clang-format changes 2024-09-20 08:09:48 -05:00
forward_clustered Jitter shadow map dithering pattern across frames when TAA is enabled 2024-09-24 15:52:07 -07:00
forward_mobile Jitter shadow map dithering pattern across frames when TAA is enabled 2024-09-24 15:52:07 -07:00
blit.glsl Add option to enable HDR rendering in 2D 2023-08-07 11:24:03 +02:00
canvas.glsl Calculate pixel snap in canvas space instead of world space 2024-09-20 17:43:33 -07:00
canvas_occlusion.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
canvas_sdf.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
canvas_uniforms_inc.glsl 2D: Add batching to RendererCanvasRenderRD 2024-09-12 05:26:06 +10:00
cluster_data_inc.glsl Create mobile renderer 2021-05-03 21:54:11 +10:00
cluster_debug.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
cluster_render.glsl Save cluster render shader from being optimized out entirely 2023-05-08 18:39:49 +02:00
cluster_store.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
decal_data_inc.glsl More fixes to mobile renderer 2021-08-18 12:20:19 -03:00
giprobe_write.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
light_data_inc.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
particles.glsl Style: Apply new clang-format changes 2024-09-20 08:09:48 -05:00
particles_copy.glsl Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale 2023-09-08 20:01:57 +01:00
samplers_inc.glsl Style: Trim trailing whitespace and ensure newline at EOF 2024-05-08 10:12:46 +02:00
scene_data_inc.glsl Jitter shadow map dithering pattern across frames when TAA is enabled 2024-09-24 15:52:07 -07:00
scene_forward_aa_inc.glsl Fix alpha hash by correcting typos and doing calculations in object space 2022-11-14 17:57:49 -08:00
scene_forward_gi_inc.glsl Reduce the number of samplers used by the scene shaders 2023-12-15 17:13:44 -07:00
scene_forward_lights_inc.glsl Jitter shadow map dithering pattern across frames when TAA is enabled 2024-09-24 15:52:07 -07:00
SCsub Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
skeleton.glsl Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00