godot/servers/visual
Ferenc Arn cb0bf1edea Rename Schlick GGX to GGX.
Schlick's approximation and GGX are orthogonal concepts.

Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.

The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-21 19:35:54 -04:00
..
default_mouse_cursor.xpm
rasterizer.cpp
rasterizer.h
SCsub
shader_language.cpp Fix crash in shader parsing 2017-10-16 21:55:42 +02:00
shader_language.h
shader_types.cpp Rename Schlick GGX to GGX. 2017-10-21 19:35:54 -04:00
shader_types.h
visual_server_canvas.cpp
visual_server_canvas.h
visual_server_global.cpp
visual_server_global.h
visual_server_light_baker.cpp
visual_server_light_baker.h
visual_server_raster.cpp Cleanup unnecessary debug prints 2017-10-21 20:41:07 +02:00
visual_server_raster.h
visual_server_scene.cpp Fix GIProbe light visibility 2017-10-04 19:13:07 +09:00
visual_server_scene.h Fix GIProbe light visibility 2017-10-04 19:13:07 +09:00
visual_server_viewport.cpp Fixed viewport transparent bg when clear mode is enabled. 2017-10-21 02:06:10 -05:00
visual_server_viewport.h Fixed viewport transparent bg when clear mode is enabled. 2017-10-21 02:06:10 -05:00
visual_server_wrap_mt.cpp
visual_server_wrap_mt.h