virtualx-engine/servers/rendering/renderer_rd/shaders
2024-04-26 17:30:50 +01:00
..
effects Fix issue with copy shader not working in multiview 2024-04-23 21:46:39 +10:00
environment Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
forward_clustered Fix issue in shadow to opacity 2024-04-26 21:54:26 +10:00
forward_mobile Fix issue in shadow to opacity 2024-04-26 21:54:26 +10:00
blit.glsl Add option to enable HDR rendering in 2D 2023-08-07 11:24:03 +02:00
canvas.glsl Exit light calculation early when pixel outside of light bounding rectangle 2024-04-19 16:10:11 -07:00
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl Add option to enable HDR rendering in 2D 2023-08-07 11:24:03 +02:00
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
particles.glsl Fix inverted GPUParticlesCollisionHeightField3D 2024-04-26 17:30:50 +01:00
particles_copy.glsl Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale 2023-09-08 20:01:57 +01:00
samplers_inc.glsl replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +03:00
scene_data_inc.glsl Add optional depth fog 2024-02-17 22:39:34 -03:00
scene_forward_aa_inc.glsl
scene_forward_gi_inc.glsl Reduce the number of samplers used by the scene shaders 2023-12-15 17:13:44 -07:00
scene_forward_lights_inc.glsl Properly calculate penumbra for soft shadows with reverse z 2024-04-25 17:06:49 -07:00
SCsub
skeleton.glsl Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00