godot/drivers/gles3/shaders
Johan Aires Rastén 8452e6cdb3 Add SPECULAR_AMOUNT spatial light shader built-in
Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader.
2023-05-04 09:15:12 +02:00
..
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl fix normal map not flipping in sprite2D 2023-01-14 11:51:56 +05:30
canvas.glsl Clamp normal when calculating 2D lighting to avoid artifacts 2023-04-18 17:26:17 -07:00
copy.glsl
cube_to_dp.glsl
cubemap_filter.glsl
effect_blur.glsl
lens_distorted.glsl
particles_copy.glsl Translate inactive particles to -INF 2023-04-12 19:32:39 -04:00
particles.glsl Fix "error X3708: continue cannot be used in a switch" in HTML export 2023-04-07 23:16:10 +02:00
scene.glsl Add SPECULAR_AMOUNT spatial light shader built-in 2023-05-04 09:15:12 +02:00
SCsub
skeleton.glsl Automatically transform Skeleton2D calculations so pivots are not needed 2023-01-27 14:55:22 -08:00
sky.glsl Fix wobbly sky in stereoscopic OpenGL 2023-02-21 16:11:57 +11:00
stdlib_inc.glsl Avoid branch in half2float in gl_compatibility renderer 2023-02-14 20:31:36 -08:00
tonemap_inc.glsl
tonemap.glsl