virtualx-engine/servers/rendering/renderer_rd/shaders
2024-04-04 13:54:15 +02:00
..
effects Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
environment Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
forward_clustered Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
forward_mobile Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
blit.glsl
canvas.glsl Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data 2024-02-08 10:53:24 +01:00
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl
cluster_data_inc.glsl
cluster_debug.glsl
cluster_render.glsl
cluster_store.glsl
decal_data_inc.glsl
giprobe_write.glsl
light_data_inc.glsl
particles.glsl Particle internal refactor and additions for more artistic control 2023-10-10 20:03:35 +02:00
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
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 Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
SCsub
skeleton.glsl Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00