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b7032b5ecf8ac247e01acd5e54c9028c0dfe52df
godot/servers/rendering/renderer_rd/shaders
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Rémi Verschelde 852740a627 Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposure
Fix the grainy sky while using debanding.
2023-05-24 08:46:28 +02:00
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effects
Use proper UV in cubemap downsampler raster
2023-05-03 01:06:34 -07:00
environment
Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposure
2023-05-24 08:46:28 +02:00
forward_clustered
Re-implement the PSSM_SPLITS debug option
2023-04-28 17:53:56 -07:00
forward_mobile
Re-implement the PSSM_SPLITS debug option
2023-04-28 17:53:56 -07:00
blit.glsl
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canvas_occlusion.glsl
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canvas_sdf.glsl
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canvas_uniforms_inc.glsl
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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
Save cluster render shader from being optimized out entirely
2023-05-08 18:39:49 +02:00
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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