8faf23b52b
-Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
48 lines
1.7 KiB
Python
48 lines
1.7 KiB
Python
#!/usr/bin/env python
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Import("env")
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if "RD_GLSL" in env["BUILDERS"]:
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env.RD_GLSL("canvas.glsl")
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env.RD_GLSL("canvas_occlusion.glsl")
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env.RD_GLSL("canvas_sdf.glsl")
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env.RD_GLSL("copy.glsl")
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env.RD_GLSL("copy_to_fb.glsl")
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env.RD_GLSL("cubemap_roughness.glsl")
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env.RD_GLSL("cubemap_downsampler.glsl")
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env.RD_GLSL("cubemap_filter.glsl")
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env.RD_GLSL("scene_forward.glsl")
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env.RD_GLSL("sky.glsl")
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env.RD_GLSL("tonemap.glsl")
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env.RD_GLSL("cube_to_dp.glsl")
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env.RD_GLSL("giprobe.glsl")
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env.RD_GLSL("giprobe_debug.glsl")
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env.RD_GLSL("giprobe_sdf.glsl")
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env.RD_GLSL("luminance_reduce.glsl")
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env.RD_GLSL("bokeh_dof.glsl")
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env.RD_GLSL("ssao.glsl")
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env.RD_GLSL("ssao_downsample.glsl")
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env.RD_GLSL("ssao_importance_map.glsl")
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env.RD_GLSL("ssao_blur.glsl")
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env.RD_GLSL("ssao_interleave.glsl")
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env.RD_GLSL("roughness_limiter.glsl")
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env.RD_GLSL("screen_space_reflection.glsl")
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env.RD_GLSL("screen_space_reflection_filter.glsl")
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env.RD_GLSL("screen_space_reflection_scale.glsl")
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env.RD_GLSL("subsurface_scattering.glsl")
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env.RD_GLSL("specular_merge.glsl")
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env.RD_GLSL("gi.glsl")
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env.RD_GLSL("resolve.glsl")
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env.RD_GLSL("sdfgi_preprocess.glsl")
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env.RD_GLSL("sdfgi_integrate.glsl")
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env.RD_GLSL("sdfgi_direct_light.glsl")
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env.RD_GLSL("sdfgi_debug.glsl")
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env.RD_GLSL("sdfgi_debug_probes.glsl")
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env.RD_GLSL("volumetric_fog.glsl")
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env.RD_GLSL("particles.glsl")
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env.RD_GLSL("particles_copy.glsl")
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env.RD_GLSL("sort.glsl")
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env.RD_GLSL("skeleton.glsl")
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env.RD_GLSL("cluster_render.glsl")
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env.RD_GLSL("cluster_store.glsl")
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env.RD_GLSL("cluster_debug.glsl")
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