godot/drivers/gles3/shaders
Rémi Verschelde 2d6586ec78
Merge pull request #34551 from MadEqua/fix-light-with-skeleton
Fix 2D lighting when using skeleton.
2020-01-03 08:32:29 +01:00
..
blend_shape.glsl
canvas_shadow.glsl update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options 2019-07-28 11:43:01 +08:00
canvas.glsl Merge pull request #34551 from MadEqua/fix-light-with-skeleton 2020-01-03 08:32:29 +01:00
copy.glsl changed the constant scale of cube_normal to -1.0 instead of -1000000.0; this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards. 2019-08-17 14:01:55 +02:00
cube_to_dp.glsl
cubemap_filter.glsl Fix GL error by properly using float uniform 2019-11-21 07:44:09 -08:00
effect_blur.glsl
exposure.glsl
lens_distorted.glsl
particles.glsl
resolve.glsl
scene.glsl Use correct omni light attenuation 2019-12-29 17:22:34 +01:00
screen_space_reflection.glsl
SCsub
ssao_blur.glsl
ssao_minify.glsl
ssao.glsl Improve SSAO performance and quality 2019-05-26 12:01:01 +02:00
subsurf_scattering.glsl
tonemap.glsl Removed clamping of the Linear tonemapping when KEEP_3D_LINEAR 2019-08-29 18:14:19 +02:00