virtualx-engine/servers/rendering/renderer_rd/shaders
clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
..
effects Optimizing glow behaviour 2023-09-26 11:56:28 +02:00
environment Draw sky as a fullscreen triangle 2023-08-05 17:55:43 -03:00
forward_clustered Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00
forward_mobile Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00
blit.glsl Add option to enable HDR rendering in 2D 2023-08-07 11:24:03 +02:00
canvas.glsl Add option to use world coordinates in canvas item shader 2023-08-30 15:32:18 +02:00
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 replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +03:00
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 FidelityFX Super Resolution 2.2 (FSR 2.2.1) support. 2023-09-25 10:37:47 -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 replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +03:00
scene_forward_lights_inc.glsl Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00
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