godot/servers/rendering/renderer_rd/shaders
2021-08-10 21:54:24 -07:00
..
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
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
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 Merge pull request #51417 from clayjohn/Vulkan-horizon-so 2021-08-10 09:56:02 +02:00
scene_forward_gi_inc.glsl
scene_forward_lights_inc.glsl Use f0 instead of albedo in blinn and phong 2021-08-10 21:54:24 -07:00
scene_forward_mobile_inc.glsl Fix various typos with codespell 2021-07-25 11:21:51 +02:00
scene_forward_mobile.glsl Merge pull request #51417 from clayjohn/Vulkan-horizon-so 2021-08-10 09:56:02 +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 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