..
bokeh_dof.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
canvas.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
canvas_occlusion.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
canvas_uniforms_inc.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
cluster_data_inc.glsl
Added volumetric fog effect.
2020-08-13 11:28:45 -03:00
copy.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
copy_to_fb.glsl
Addition of SDFGI for open world global illumination
2020-06-26 11:06:48 -03:00
cube_to_dp.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
cubemap_downsampler.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
cubemap_filter.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
cubemap_roughness.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
gi.glsl
Added volumetric fog effect.
2020-08-13 11:28:45 -03:00
giprobe.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
giprobe_debug.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
giprobe_sdf.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
giprobe_write.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
luminance_reduce.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
resolve.glsl
Addition of SDFGI for open world global illumination
2020-06-26 11:06:48 -03:00
roughness_limiter.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
scene_high_end.glsl
Restored fog (non volumetric).
2020-08-13 22:09:22 -03:00
scene_high_end_inc.glsl
Restored fog (non volumetric).
2020-08-13 22:09:22 -03:00
screen_space_reflection.glsl
Addition of SDFGI for open world global illumination
2020-06-26 11:06:48 -03:00
screen_space_reflection_filter.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
screen_space_reflection_scale.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
SCsub
Added volumetric fog effect.
2020-08-13 11:28:45 -03:00
sdfgi_debug.glsl
Addition of SDFGI for open world global illumination
2020-06-26 11:06:48 -03:00
sdfgi_debug_probes.glsl
Addition of SDFGI for open world global illumination
2020-06-26 11:06:48 -03:00
sdfgi_direct_light.glsl
Addition of SDFGI for open world global illumination
2020-06-26 11:06:48 -03:00
sdfgi_fields.glsl
Addition of SDFGI for open world global illumination
2020-06-26 11:06:48 -03:00
sdfgi_integrate.glsl
Added volumetric fog effect.
2020-08-13 11:28:45 -03:00
sdfgi_preprocess.glsl
Slight occlusion improvements.
2020-06-28 09:11:21 -03:00
shadow_reduce.glsl
Added volumetric fog effect.
2020-08-13 11:28:45 -03:00
sky.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
specular_merge.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
ssao.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
ssao_blur.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
ssao_minify.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
subsurface_scattering.glsl
GLSL: Change shader type specifier from [vertex] to #[vertex]
2020-05-18 10:58:14 +02:00
tonemap.glsl
Add a debanding property to Viewport
2020-08-14 23:12:33 +02:00
volumetric_fog.glsl
Added volumetric fog effect.
2020-08-13 11:28:45 -03:00