virtualx-engine/servers/rendering/rasterizer_rd/shaders
Juan Linietsky 4ffc0d6b3f Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
2020-04-08 11:19:43 -03:00
..
blur.glsl Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
blur_inc.glsl
bokeh_dof.glsl
canvas.glsl
canvas_occlusion.glsl
canvas_uniforms_inc.glsl
copy.glsl Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
cubemap_downsampler.glsl
cubemap_filter.glsl
cubemap_roughness.glsl
giprobe.glsl
giprobe_debug.glsl
giprobe_sdf.glsl
giprobe_write.glsl
luminance_reduce.glsl
roughness_limiter.glsl
scene_high_end.glsl Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
scene_high_end_inc.glsl Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
screen_space_reflection.glsl Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
screen_space_reflection_filter.glsl Re-implement subsurface scattering. 2020-04-04 11:44:28 -03:00
screen_space_reflection_scale.glsl Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
SCsub Re-implement subsurface scattering. 2020-04-04 11:44:28 -03:00
sky.glsl Invert subpass cubemap z direction 2020-03-30 10:42:45 -07:00
specular_merge.glsl Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
ssao.glsl
ssao_blur.glsl
ssao_minify.glsl
subsurface_scattering.glsl Re-implement subsurface scattering. 2020-04-04 11:44:28 -03:00
tonemap.glsl