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f9dc62b26570afd4e035db1d7a40fdee61ba92f7
godot
/
servers
/
rendering
/
renderer_rd
/
effects
History
Dario
3f64eeb393
Rewrite reprojection for FSR2 to work correctly with Reverse-Z.
2024-05-10 11:57:27 -03:00
..
bokeh_dof.cpp
…
bokeh_dof.h
…
copy_effects.cpp
Use a full screen triangle for mipmap calculations in mobile renderer
2024-05-02 13:17:09 -07:00
copy_effects.h
Use a src rect for copying from screen with CanvasGroup in the mobile backend
2024-04-17 15:19:20 -07:00
debug_effects.cpp
Rewrite reprojection for FSR2 to work correctly with Reverse-Z.
2024-05-10 11:57:27 -03:00
debug_effects.h
…
fsr2.cpp
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
fsr2.h
…
fsr.cpp
…
fsr.h
…
luminance.cpp
…
luminance.h
…
resolve.cpp
…
resolve.h
…
roughness_limiter.cpp
…
roughness_limiter.h
…
SCsub
…
sort_effects.cpp
…
sort_effects.h
…
ss_effects.cpp
[Core] Add scalar versions of
Vector*
min/max/clamp/snap(ped)
2024-05-02 10:31:13 +02:00
ss_effects.h
…
taa.cpp
…
taa.h
…
tone_mapper.cpp
…
tone_mapper.h
…
vrs.cpp
Improvements to VRS/Foveated rendering
2024-05-03 17:20:30 +10:00
vrs.h
Improvements to VRS/Foveated rendering
2024-05-03 17:20:30 +10:00