godot/servers/rendering/renderer_rd/shaders
Hugo Locurcio 57451f132f
Clamp negative colors regardless of the tonemapper to avoid artifacts
Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
2021-08-09 17:01:07 +02:00
..
blit.glsl
blur_raster_inc.glsl Use fragment shader instead of compute shader for effects for mobile renderer 2021-07-25 13:58:21 +10:00
blur_raster.glsl Use fragment shader instead of compute shader for effects for mobile renderer 2021-07-25 13:58:21 +10:00
bokeh_dof.glsl
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
cubemap_downsampler_inc.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_downsampler_raster.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_downsampler.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_filter_raster.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_filter.glsl
cubemap_roughness_inc.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_roughness_raster.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
cubemap_roughness.glsl Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
decal_data_inc.glsl
gi.glsl Clean up RenderingServer and its bindings 2021-07-01 09:07:36 -03:00
giprobe_write.glsl
light_data_inc.glsl
luminance_reduce_raster_inc.glsl Use fragment shader instead of compute shader for effects for mobile renderer 2021-07-25 13:58:21 +10:00
luminance_reduce_raster.glsl Use fragment shader instead of compute shader for effects for mobile renderer 2021-07-25 13:58:21 +10:00
luminance_reduce.glsl
particles_copy.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
particles.glsl
resolve.glsl Fix Subsurface Scattering 2021-07-05 17:17:45 -03:00
roughness_limiter.glsl
scene_forward_aa_inc.glsl
scene_forward_clustered_inc.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
scene_forward_clustered.glsl Fix a default shader specular render mode to (SCHLICK_GGX/BLINN) 2021-08-06 16:01:58 +03:00
scene_forward_gi_inc.glsl
scene_forward_lights_inc.glsl Implement more rendering options as specialization constants 2021-07-19 21:51:29 -03:00
scene_forward_mobile_inc.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
scene_forward_mobile.glsl Fix a default shader specular render mode to (SCHLICK_GGX/BLINN) 2021-08-06 16:01:58 +03:00
screen_space_reflection_filter.glsl
screen_space_reflection_scale.glsl Fix SSR 2021-07-03 23:32:34 -03:00
screen_space_reflection.glsl
SCsub
sdfgi_debug_probes.glsl
sdfgi_debug.glsl
sdfgi_direct_light.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
sdfgi_integrate.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
sdfgi_preprocess.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
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