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blit.glsl
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blur_raster.glsl
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Use fragment shader instead of compute shader for effects for mobile renderer
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2021-07-25 13:58:21 +10:00 |
blur_raster_inc.glsl
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Use fragment shader instead of compute shader for effects for mobile renderer
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2021-07-25 13:58:21 +10:00 |
bokeh_dof.glsl
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canvas.glsl
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Fixes Mesh2D drawn without modulation
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2021-06-23 17:38:31 +02:00 |
canvas_occlusion.glsl
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canvas_sdf.glsl
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canvas_uniforms_inc.glsl
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cluster_data_inc.glsl
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cluster_debug.glsl
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cluster_render.glsl
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cluster_store.glsl
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copy.glsl
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copy_to_fb.glsl
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cube_to_dp.glsl
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cubemap_downsampler.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
cubemap_downsampler_inc.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
cubemap_downsampler_raster.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
cubemap_filter.glsl
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cubemap_filter_raster.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
cubemap_roughness.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
cubemap_roughness_inc.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
cubemap_roughness_raster.glsl
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Porting cubemap compute shaders to raster for the mobile renderer
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2021-08-01 21:22:38 +10:00 |
decal_data_inc.glsl
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gi.glsl
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Clean up RenderingServer and its bindings
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2021-07-01 09:07:36 -03:00 |
giprobe_write.glsl
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light_data_inc.glsl
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luminance_reduce.glsl
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luminance_reduce_raster.glsl
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Use fragment shader instead of compute shader for effects for mobile renderer
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2021-07-25 13:58:21 +10:00 |
luminance_reduce_raster_inc.glsl
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Use fragment shader instead of compute shader for effects for mobile renderer
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2021-07-25 13:58:21 +10:00 |
particles.glsl
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particles_copy.glsl
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Fix various typos with codespell
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2021-07-25 11:21:51 +02:00 |
resolve.glsl
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Fix Subsurface Scattering
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2021-07-05 17:17:45 -03:00 |
roughness_limiter.glsl
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scene_forward_aa_inc.glsl
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scene_forward_clustered.glsl
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Fix various typos
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2021-07-25 07:18:25 -04:00 |
scene_forward_clustered_inc.glsl
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Fix various typos with codespell
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2021-07-25 11:21:51 +02:00 |
scene_forward_gi_inc.glsl
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scene_forward_lights_inc.glsl
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Make Blinn and Phong specular modes PBR
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2021-08-09 20:09:00 -07:00 |
scene_forward_mobile.glsl
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Fix various typos
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2021-07-25 07:18:25 -04:00 |
scene_forward_mobile_inc.glsl
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Fix various typos with codespell
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2021-07-25 11:21:51 +02:00 |
screen_space_reflection.glsl
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screen_space_reflection_filter.glsl
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screen_space_reflection_scale.glsl
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Fix SSR
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2021-07-03 23:32:34 -03:00 |
SCsub
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sdfgi_debug.glsl
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sdfgi_debug_probes.glsl
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sdfgi_direct_light.glsl
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Fix various typos with codespell
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2021-07-25 11:21:51 +02:00 |
sdfgi_integrate.glsl
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Fix various typos with codespell
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2021-07-25 11:21:51 +02:00 |
sdfgi_preprocess.glsl
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Fix various typos with codespell
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2021-07-25 11:21:51 +02:00 |
skeleton.glsl
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sky.glsl
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sort.glsl
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specular_merge.glsl
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ssao.glsl
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ssao_blur.glsl
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ssao_downsample.glsl
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ssao_importance_map.glsl
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ssao_interleave.glsl
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subsurface_scattering.glsl
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tonemap.glsl
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Use subpasses to do 3D rendering and resolve in mobile renderer
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2021-08-06 23:43:26 +10:00 |
volumetric_fog.glsl
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voxel_gi.glsl
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voxel_gi_debug.glsl
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voxel_gi_sdf.glsl
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