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0b7e2dfdfc57fac776d4da1c579aa3f1c325c1f0
godot
/
servers
/
rendering
/
renderer_rd
/
forward_clustered
History
Rémi Verschelde
9ce42d176d
Merge pull request
#76977
from manueldun/light-shader-builtins
...
Enable the use of all supported builtins on the light shader
2023-06-09 11:04:46 +02:00
..
render_forward_clustered.cpp
Use depth pass mode with normals if required even if Environment is null
2023-06-03 07:56:47 -07:00
render_forward_clustered.h
(Re-)Implemented Light3D's property "shadow_reverse_cull_face"
2023-05-19 19:22:10 +02:00
scene_shader_forward_clustered.cpp
Merge pull request
#76977
from manueldun/light-shader-builtins
2023-06-09 11:04:46 +02:00
scene_shader_forward_clustered.h
Re-implement the PSSM_SPLITS debug option
2023-04-28 17:53:56 -07:00
SCsub
Move clustered renderer functionality
2021-04-05 23:11:38 +10:00