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Merge pull request #51971 from aaronfranke/https
Replace HTTP URLs with HTTPS for sites with HTTPS versions
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@@ -47,7 +47,7 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight;
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#endif
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//DOF
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// Bokeh single pass implementation based on http://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html
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// Bokeh single pass implementation based on https://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html
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#ifdef MODE_GEN_BLUR_SIZE
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@@ -117,7 +117,7 @@ void main() {
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uint cluster_thread_group_index;
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if (!gl_HelperInvocation) {
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//http://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf
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//https://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf
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uvec4 mask;
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@@ -69,13 +69,13 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
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return TangentX * H.x + TangentY * H.y + N * H.z;
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}
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// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
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// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
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float GGX(float NdotV, float a) {
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float k = a / 2.0;
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return NdotV / (NdotV * (1.0 - k) + k);
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}
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// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
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// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
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float G_Smith(float a, float nDotV, float nDotL) {
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return GGX(nDotL, a * a) * GGX(nDotV, a * a);
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}
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@@ -881,7 +881,7 @@ void main() {
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#ifdef NORMAL_USED
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if (scene_data.roughness_limiter_enabled) {
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//http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
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//https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
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float roughness2 = roughness * roughness;
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vec3 dndu = dFdx(normal), dndv = dFdy(normal);
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float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv));
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@@ -288,7 +288,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
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#ifndef USE_NO_SHADOWS
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// Interleaved Gradient Noise
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// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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float quick_hash(vec2 pos) {
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const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
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return fract(magic.z * fract(dot(pos, magic.xy)));
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@@ -847,7 +847,7 @@ void main() {
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#ifdef NORMAL_USED
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if (scene_data.roughness_limiter_enabled) {
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//http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
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//https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
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float roughness2 = roughness * roughness;
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vec3 dndu = dFdx(normal), dndv = dFdy(normal);
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float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv));
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@@ -24,7 +24,7 @@ layout(push_constant, binding = 0, std430) uniform Params {
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}
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params;
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// http://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm
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// https://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm
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vec3 get_sphere_vertex(uint p_vertex_id) {
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float x_angle = float(p_vertex_id & 1u) + (p_vertex_id >> params.band_power);
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@@ -349,7 +349,7 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
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}
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#endif // !SUBPASS
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// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
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// From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
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// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
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// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
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vec3 screen_space_dither(vec2 frag_coord) {
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