b2b89d7294
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3 |
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blur_raster.glsl | ||
blur_raster_inc.glsl | ||
bokeh_dof.glsl | ||
bokeh_dof_inc.glsl | ||
bokeh_dof_raster.glsl | ||
copy.glsl | ||
copy_to_fb.glsl | ||
cube_to_dp.glsl | ||
cubemap_downsampler.glsl | ||
cubemap_downsampler_inc.glsl | ||
cubemap_downsampler_raster.glsl | ||
cubemap_filter.glsl | ||
cubemap_filter_raster.glsl | ||
cubemap_roughness.glsl | ||
cubemap_roughness_inc.glsl | ||
cubemap_roughness_raster.glsl | ||
fsr_upscale.glsl | ||
resolve.glsl | ||
screen_space_reflection.glsl | ||
screen_space_reflection_filter.glsl | ||
screen_space_reflection_inc.glsl | ||
screen_space_reflection_scale.glsl | ||
SCsub | ||
specular_merge.glsl | ||
ss_effects_downsample.glsl | ||
ssao.glsl | ||
ssao_blur.glsl | ||
ssao_importance_map.glsl | ||
ssao_interleave.glsl | ||
ssil.glsl | ||
ssil_blur.glsl | ||
ssil_importance_map.glsl | ||
ssil_interleave.glsl | ||
subsurface_scattering.glsl | ||
taa_resolve.glsl | ||
tonemap.glsl | ||
vrs.glsl |