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