..
effects
Fix issue with copy shader not working in multiview
2024-04-23 21:46:39 +10:00
environment
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
forward_clustered
reverted naming to premul alpha (no T)
2024-05-01 22:24:49 +02:00
forward_mobile
reverted naming to premul alpha (no T)
2024-05-01 22:24:49 +02:00
blit.glsl
Add option to enable HDR rendering in 2D
2023-08-07 11:24:03 +02:00
canvas.glsl
Exit light calculation early when pixel outside of light bounding rectangle
2024-04-19 16:10:11 -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
Add option to enable HDR rendering in 2D
2023-08-07 11:24:03 +02:00
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
Fix inverted GPUParticlesCollisionHeightField3D
2024-04-26 17:30:50 +01:00
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
replace sampler arrays with constant sampler elements
2023-06-22 01:11:57 +03:00
scene_data_inc.glsl
Add optional depth fog
2024-02-17 22:39:34 -03:00
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
Properly calculate penumbra for soft shadows with reverse z
2024-04-25 17:06:49 -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