godot/drivers/gles3/shaders
2019-09-18 19:46:32 -03:00
..
blend_shape.glsl
canvas_shadow.glsl update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options 2019-07-28 11:43:01 +08:00
canvas.glsl update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options 2019-07-28 11:43:01 +08:00
copy.glsl changed the constant scale of cube_normal to -1.0 instead of -1000000.0; this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards. 2019-08-17 14:01:55 +02:00
cube_to_dp.glsl
cubemap_filter.glsl fix radiance map settings 2019-05-25 18:57:32 -07:00
effect_blur.glsl fixed bug in mip map sigma 2019-04-12 17:48:38 -07:00
exposure.glsl
lens_distorted.glsl
particles.glsl
resolve.glsl
scene.glsl Added skin support and simplified APIs to override bone position. 2019-09-18 19:46:32 -03:00
screen_space_reflection.glsl Explicitly use floating point numbers in the our shaders 2019-02-24 23:35:10 +00:00
SCsub Moving lens distortion shader into drivers and adding GLES2 support 2018-10-02 17:14:43 +10:00
ssao_blur.glsl
ssao_minify.glsl
ssao.glsl Improve SSAO performance and quality 2019-05-26 12:01:01 +02:00
subsurf_scattering.glsl
tonemap.glsl Removed clamping of the Linear tonemapping when KEEP_3D_LINEAR 2019-08-29 18:14:19 +02:00