virtualx-engine/servers/rendering/rasterizer_rd/shaders
Juan Linietsky d81911490b Moved most of the effect code to compute.
Simplifies it and improves performance.
Improves image barrier handling per mipmap on RenderingDeviceVulkan
2020-04-11 19:44:07 -03:00
..
bokeh_dof.glsl
canvas.glsl
canvas_occlusion.glsl
canvas_uniforms_inc.glsl
copy.glsl Moved most of the effect code to compute. 2020-04-11 19:44:07 -03:00
copy_to_fb.glsl Moved most of the effect code to compute. 2020-04-11 19:44:07 -03:00
cube_to_dp.glsl Moved most of the effect code to compute. 2020-04-11 19:44:07 -03:00
cubemap_downsampler.glsl
cubemap_filter.glsl
cubemap_roughness.glsl
giprobe.glsl
giprobe_debug.glsl
giprobe_sdf.glsl
giprobe_write.glsl
luminance_reduce.glsl
roughness_limiter.glsl
scene_high_end.glsl Support light size and soft shadows 2020-04-09 15:11:15 -03:00
scene_high_end_inc.glsl Support light size and soft shadows 2020-04-09 15:11:15 -03:00
screen_space_reflection.glsl Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
screen_space_reflection_filter.glsl Re-implement subsurface scattering. 2020-04-04 11:44:28 -03:00
screen_space_reflection_scale.glsl Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
SCsub Moved most of the effect code to compute. 2020-04-11 19:44:07 -03:00
sky.glsl Invert subpass cubemap z direction 2020-03-30 10:42:45 -07:00
specular_merge.glsl Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
ssao.glsl
ssao_blur.glsl
ssao_minify.glsl
subsurface_scattering.glsl Re-implement subsurface scattering. 2020-04-04 11:44:28 -03:00
tonemap.glsl