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fsr2
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Acyclic Command Graph for RenderingDevice.
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2024-01-08 14:54:56 -03:00 |
blur_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
blur_raster_inc.glsl
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Implement Physical Light Units as an optional setting.
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2022-08-31 12:14:46 -07:00 |
bokeh_dof.glsl
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Use Reverse Z for the depth buffer
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2024-04-04 13:54:15 +02:00 |
bokeh_dof_inc.glsl
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Implement Physical Light Units as an optional setting.
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2022-08-31 12:14:46 -07:00 |
bokeh_dof_raster.glsl
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Use Reverse Z for the depth buffer
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2024-04-04 13:54:15 +02:00 |
copy.glsl
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Optimizing glow behaviour
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2023-09-26 11:56:28 +02:00 |
copy_to_fb.glsl
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Fix issue with copy shader not working in multiview
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2024-04-23 21:46:39 +10:00 |
cube_to_dp.glsl
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Use Reverse Z for the depth buffer
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2024-04-04 13:54:15 +02:00 |
cubemap_downsampler.glsl
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Moved cube_to_dp and cubemap logic into CopyEffects
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2022-06-24 18:04:28 +10:00 |
cubemap_downsampler_inc.glsl
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Moved cube_to_dp and cubemap logic into CopyEffects
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2022-06-24 18:04:28 +10:00 |
cubemap_downsampler_raster.glsl
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Fix cubemap downsampler logic
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2023-10-31 10:36:42 +11:00 |
cubemap_filter.glsl
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Moved cube_to_dp and cubemap logic into CopyEffects
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2022-06-24 18:04:28 +10:00 |
cubemap_filter_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
cubemap_roughness.glsl
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Moved cube_to_dp and cubemap logic into CopyEffects
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2022-06-24 18:04:28 +10:00 |
cubemap_roughness_inc.glsl
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Properly remap roughness when reading from radiance map
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2022-12-02 15:39:20 -08:00 |
cubemap_roughness_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
fsr_upscale.glsl
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One Copyright Update to rule them all
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2023-01-05 13:25:55 +01:00 |
luminance_reduce.glsl
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Move luminance effect into its own class and use new buffers system
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2023-01-07 14:40:42 +11:00 |
luminance_reduce_raster.glsl
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Use fullscreen tri instead of quad
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2023-08-05 17:09:06 -03:00 |
luminance_reduce_raster_inc.glsl
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Move luminance effect into its own class and use new buffers system
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2023-01-07 14:40:42 +11:00 |
motion_vector_inc.glsl
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Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
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2023-09-25 10:37:47 -03:00 |
motion_vectors.glsl
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Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
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2023-09-25 10:37:47 -03:00 |
resolve.glsl
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Split GI effects and fix stereoscopic rendering of GI effects
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2022-06-22 12:50:17 +10:00 |
roughness_limiter.glsl
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Move roughness limiter and sort into their own classes
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2023-03-09 21:58:55 +11:00 |
screen_space_reflection.glsl
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Use best fit normals for storing screen space normals
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2023-12-21 14:41:29 -07:00 |
screen_space_reflection_filter.glsl
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Move screen space effects into a separate class
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2022-07-19 13:27:39 +10:00 |
screen_space_reflection_inc.glsl
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Move screen space effects into a separate class
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2022-07-19 13:27:39 +10:00 |
screen_space_reflection_scale.glsl
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Use Reverse Z for the depth buffer
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2024-04-04 13:54:15 +02:00 |
SCsub
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Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
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2023-09-25 10:37:47 -03:00 |
shadow_frustum.glsl
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Draw frustum splices ontop of direction shadow atlas for debug purposes
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2023-06-11 11:48:11 +10:00 |
sort.glsl
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Move roughness limiter and sort into their own classes
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2023-03-09 21:58:55 +11:00 |
specular_merge.glsl
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Fix SSR not working properly in stereo
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2024-01-09 23:19:57 +11:00 |
ss_effects_downsample.glsl
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Fix sampling bug when SSAO is using half size
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2023-02-16 00:37:12 -08:00 |
ssao.glsl
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Use best fit normals for storing screen space normals
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2023-12-21 14:41:29 -07:00 |
ssao_blur.glsl
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Move screen space effects into a separate class
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2022-07-19 13:27:39 +10:00 |
ssao_importance_map.glsl
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Convert en_GB spelling to en_US with codespell
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2023-01-23 11:02:20 +01:00 |
ssao_interleave.glsl
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Convert en_GB spelling to en_US with codespell
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2023-01-23 11:02:20 +01:00 |
ssil.glsl
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Use best fit normals for storing screen space normals
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2023-12-21 14:41:29 -07:00 |
ssil_blur.glsl
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Convert en_GB spelling to en_US with codespell
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2023-01-23 11:02:20 +01:00 |
ssil_importance_map.glsl
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Convert en_GB spelling to en_US with codespell
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2023-01-23 11:02:20 +01:00 |
ssil_interleave.glsl
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Convert en_GB spelling to en_US with codespell
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2023-01-23 11:02:20 +01:00 |
subsurface_scattering.glsl
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Extracting render buffers and changing it to a more generic solution
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2022-09-01 20:01:45 +10:00 |
taa_resolve.glsl
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Flip convention of motion vector to point from current pixel to the previous pixel.
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2023-08-28 09:30:20 -03:00 |
tonemap.glsl
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Consistantly use USE_MULTIVIEW as the define in shaders
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2024-03-11 14:40:00 +11:00 |
vrs.glsl
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Consistantly use USE_MULTIVIEW as the define in shaders
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2024-03-11 14:40:00 +11:00 |