virtualx-engine/servers/rendering/renderer_rd/shaders
Rémi Verschelde 9ecb929da6
Merge pull request #76565 from clayjohn/debug-PSSM-splits
Re-implement the PSSM_SPLITS debug option
2023-05-15 09:33:01 +02:00
..
effects Use proper UV in cubemap downsampler raster 2023-05-03 01:06:34 -07:00
environment Fix unsupported sampler filter used for voxel GI 2023-04-26 20:54:06 +02:00
forward_clustered Re-implement the PSSM_SPLITS debug option 2023-04-28 17:53:56 -07:00
forward_mobile Re-implement the PSSM_SPLITS debug option 2023-04-28 17:53:56 -07:00
blit.glsl
canvas.glsl Clamp normal when calculating 2D lighting to avoid artifacts 2023-04-18 17:26:17 -07:00
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE 2023-01-18 19:52:47 -08:00
cluster_data_inc.glsl
cluster_debug.glsl
cluster_render.glsl Save cluster render shader from being optimized out entirely 2023-05-08 18:39:49 +02:00
cluster_store.glsl
decal_data_inc.glsl
giprobe_write.glsl
light_data_inc.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
particles.glsl Check for disabled particle trail particle before initializing particle trail 2022-12-22 11:30:59 -07:00
particles_copy.glsl Translate inactive particles to -INF 2023-04-12 19:32:39 -04:00
scene_data_inc.glsl Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
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 Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
scene_forward_lights_inc.glsl Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders 2023-04-20 14:33:30 +02:00
SCsub Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
skeleton.glsl Automatically transform Skeleton2D calculations so pivots are not needed 2023-01-27 14:55:22 -08:00