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fsr2
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Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
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2023-09-25 10:37:47 -03:00 |
blur_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
blur_raster_inc.glsl
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bokeh_dof.glsl
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bokeh_dof_inc.glsl
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bokeh_dof_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
copy.glsl
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Optimizing glow behaviour
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2023-09-26 11:56:28 +02:00 |
copy_to_fb.glsl
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cube_to_dp.glsl
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cubemap_downsampler.glsl
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cubemap_downsampler_inc.glsl
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cubemap_downsampler_raster.glsl
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Fix cubemap downsampler logic
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2023-10-31 10:36:42 +11:00 |
cubemap_filter.glsl
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cubemap_filter_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
cubemap_roughness.glsl
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cubemap_roughness_inc.glsl
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cubemap_roughness_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
fsr_upscale.glsl
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luminance_reduce.glsl
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luminance_reduce_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
luminance_reduce_raster_inc.glsl
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motion_vector_inc.glsl
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Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
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2023-09-25 10:37:47 -03:00 |
motion_vectors.glsl
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Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
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2023-09-25 10:37:47 -03:00 |
resolve.glsl
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roughness_limiter.glsl
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screen_space_reflection.glsl
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Fresnel should darken the SSR reflections instead of blending them with specular light.
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2023-10-11 18:58:22 +01:00 |
screen_space_reflection_filter.glsl
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screen_space_reflection_inc.glsl
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screen_space_reflection_scale.glsl
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Fix various typos with codespell
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2023-08-07 13:09:47 +02:00 |
SCsub
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Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
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2023-09-25 10:37:47 -03:00 |
shadow_frustum.glsl
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Draw frustum splices ontop of direction shadow atlas for debug purposes
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2023-06-11 11:48:11 +10:00 |
sort.glsl
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specular_merge.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
ss_effects_downsample.glsl
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ssao.glsl
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ssao_blur.glsl
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ssao_importance_map.glsl
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ssao_interleave.glsl
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ssil.glsl
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ssil_blur.glsl
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ssil_importance_map.glsl
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ssil_interleave.glsl
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subsurface_scattering.glsl
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taa_resolve.glsl
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Flip convention of motion vector to point from current pixel to the previous pixel.
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2023-08-28 09:30:20 -03:00 |
tonemap.glsl
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Merge pull request #80215 from clayjohn/HDR-2D
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2023-08-08 16:57:33 +02:00 |
vrs.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |