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ecaa7b634e17cf2220c0d10f4cba035309b9dc8c
godot
/
servers
/
rendering
/
renderer_rd
/
shaders
/
environment
History
clayjohn
8fa76a5272
Move debanding into internal sky shader code so that it is applied after everything else.
...
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
..
gi.glsl
Implement Physical Light Units as an optional setting.
2022-08-31 12:14:46 -07:00
SCsub
SCons: Properly track codegen script dependency for generated GLSL headers
2022-07-02 16:01:48 +02:00
sdfgi_debug_probes.glsl
Implement Physical Light Units as an optional setting.
2022-08-31 12:14:46 -07:00
sdfgi_debug.glsl
Implement Physical Light Units as an optional setting.
2022-08-31 12:14:46 -07:00
sdfgi_direct_light.glsl
Implement Physical Light Units as an optional setting.
2022-08-31 12:14:46 -07:00
sdfgi_integrate.glsl
Implement Physical Light Units as an optional setting.
2022-08-31 12:14:46 -07:00
sdfgi_preprocess.glsl
…
sky.glsl
Move debanding into internal sky shader code so that it is applied after everything else.
2022-09-13 10:39:04 -07:00
volumetric_fog_process.glsl
Implement Physical Light Units as an optional setting.
2022-08-31 12:14:46 -07:00
volumetric_fog.glsl
Rename RenderingServer global shader uniform methods to be more explicit
2022-07-28 18:46:59 +02:00
voxel_gi_debug.glsl
…
voxel_gi_sdf.glsl
…
voxel_gi.glsl
…