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4454498d1ef2d58ccf2ceed662cb3ee9484670bb
godot/servers/rendering/renderer_rd/effects
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clayjohn b2b89d7294 Properly remap roughness when reading from radiance map
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-12-02 15:39:20 -08:00
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bokeh_dof.cpp
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bokeh_dof.h
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copy_effects.cpp
Properly remap roughness when reading from radiance map
2022-12-02 15:39:20 -08:00
copy_effects.h
Finish implementing Canvas Background mode
2022-11-17 12:51:26 -08:00
fsr.cpp
Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method.
2022-10-04 11:03:32 +11:00
fsr.h
Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method.
2022-10-04 11:03:32 +11:00
resolve.cpp
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resolve.h
Expose BarrierMask as flags enum in RenderingDevice
2022-11-22 09:45:20 +03:00
SCsub
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ss_effects.cpp
Code simplifications found by cppcheck
2022-11-21 08:43:36 +01:00
ss_effects.h
Remove redundant Variant-types initializations
2022-11-14 19:35:19 +01:00
taa.cpp
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taa.h
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tone_mapper.cpp
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tone_mapper.h
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vrs.cpp
Fix VRS issues
2022-11-17 00:32:42 +11:00
vrs.h
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