godot/servers/rendering/renderer_rd/shaders
jfons 55e7832d7b Improvements to SpotLight3D and OmniLight3D's shadows
OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
  znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
  squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.

SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.

Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
..
blit.glsl
blur_raster_inc.glsl Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
blur_raster.glsl Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
bokeh_dof_inc.glsl Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
bokeh_dof_raster.glsl Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
bokeh_dof.glsl Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl
canvas.glsl
cluster_data_inc.glsl
cluster_debug.glsl
cluster_render.glsl
cluster_store.glsl
copy_to_fb.glsl
copy.glsl
cube_to_dp.glsl Improvements to SpotLight3D and OmniLight3D's shadows 2021-08-19 13:46:51 +02:00
cubemap_downsampler_inc.glsl
cubemap_downsampler_raster.glsl
cubemap_downsampler.glsl
cubemap_filter_raster.glsl
cubemap_filter.glsl
cubemap_roughness_inc.glsl
cubemap_roughness_raster.glsl
cubemap_roughness.glsl
decal_data_inc.glsl More fixes to mobile renderer 2021-08-18 12:20:19 -03:00
gi.glsl
giprobe_write.glsl
light_data_inc.glsl More fixes to mobile renderer 2021-08-18 12:20:19 -03:00
luminance_reduce_raster_inc.glsl
luminance_reduce_raster.glsl
luminance_reduce.glsl
particles_copy.glsl
particles.glsl
resolve.glsl
roughness_limiter.glsl
scene_forward_aa_inc.glsl
scene_forward_clustered_inc.glsl
scene_forward_clustered.glsl Improvements to SpotLight3D and OmniLight3D's shadows 2021-08-19 13:46:51 +02:00
scene_forward_gi_inc.glsl
scene_forward_lights_inc.glsl Improvements to SpotLight3D and OmniLight3D's shadows 2021-08-19 13:46:51 +02:00
scene_forward_mobile_inc.glsl More fixes to mobile renderer 2021-08-18 12:20:19 -03:00
scene_forward_mobile.glsl Improvements to SpotLight3D and OmniLight3D's shadows 2021-08-19 13:46:51 +02:00
screen_space_reflection_filter.glsl
screen_space_reflection_scale.glsl
screen_space_reflection.glsl
SCsub
sdfgi_debug_probes.glsl
sdfgi_debug.glsl
sdfgi_direct_light.glsl
sdfgi_integrate.glsl
sdfgi_preprocess.glsl
skeleton.glsl
sky.glsl
sort.glsl
specular_merge.glsl
ssao_blur.glsl
ssao_downsample.glsl
ssao_importance_map.glsl
ssao_interleave.glsl
ssao.glsl
subsurface_scattering.glsl
tonemap.glsl Clamp negative colors regardless of the tonemapper to avoid artifacts 2021-08-09 17:01:07 +02:00
volumetric_fog.glsl
voxel_gi_debug.glsl
voxel_gi_sdf.glsl
voxel_gi.glsl