godot/servers/rendering/renderer_rd/shaders
ywmaa 0a9ad8f9de
Implement vertex shading
This adds support in all backends, but the Compatibility renderer works the best.
Mobile and Forward+ can only support one directional light shader (the first in the tree)
While the Compatibility renderer supports any number of shadows.

Co-authored-by: Clay John <claynjohn@gmail.com>
2024-09-29 00:36:09 +02:00
..
effects Merge pull request #96923 from Repiteo/style/warning-admonition 2024-09-26 12:45:38 +02:00
environment SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
forward_clustered Implement vertex shading 2024-09-29 00:36:09 +02:00
forward_mobile Implement vertex shading 2024-09-29 00:36:09 +02:00
blit.glsl
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl
canvas.glsl Calculate pixel snap in canvas space instead of world space 2024-09-20 17:43:33 -07:00
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_copy.glsl
particles.glsl
samplers_inc.glsl
scene_data_inc.glsl Jitter shadow map dithering pattern across frames when TAA is enabled 2024-09-24 15:52:07 -07:00
scene_forward_aa_inc.glsl
scene_forward_gi_inc.glsl
scene_forward_lights_inc.glsl Jitter shadow map dithering pattern across frames when TAA is enabled 2024-09-24 15:52:07 -07:00
scene_forward_vertex_lights_inc.glsl Implement vertex shading 2024-09-29 00:36:09 +02:00
SCsub SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
skeleton.glsl