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628f3b2f7975600dee2ee31fc85ed23d2f34c8ab
godot/servers/rendering/renderer_rd/shaders
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Johan Aires Rastén 14a8124ffe Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders
2023-04-20 14:33:30 +02:00
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effects
Fix the limit for interpolation of R0 with respect to metallic and SSR
2023-04-06 23:14:47 +05:30
environment
Apply sky fog after luminance multiplier
2023-04-08 12:52:33 +05:00
forward_clustered
Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders
2023-04-20 14:33:30 +02:00
forward_mobile
Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders
2023-04-20 14:33:30 +02:00
blit.glsl
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canvas_occlusion.glsl
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canvas_sdf.glsl
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canvas_uniforms_inc.glsl
Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
2023-01-18 19:52:47 -08:00
canvas.glsl
Clamp normal when calculating 2D lighting to avoid artifacts
2023-04-18 17:26:17 -07:00
cluster_data_inc.glsl
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cluster_debug.glsl
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cluster_render.glsl
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cluster_store.glsl
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decal_data_inc.glsl
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giprobe_write.glsl
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light_data_inc.glsl
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particles_copy.glsl
Translate inactive particles to -INF
2023-04-12 19:32:39 -04:00
particles.glsl
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scene_data_inc.glsl
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scene_forward_aa_inc.glsl
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scene_forward_gi_inc.glsl
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scene_forward_lights_inc.glsl
Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders
2023-04-20 14:33:30 +02:00
SCsub
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skeleton.glsl
Automatically transform Skeleton2D calculations so pivots are not needed
2023-01-27 14:55:22 -08:00
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