Logo
Explore Help
Sign In
noahbackus/godot
1
0
Fork 0
You've already forked godot
Code Issues Pull Requests Actions Packages Projects Releases 2 Wiki Activity
Files
0da802cdd7a8058c2bdce51ac7ef87faaa8bdb8e
godot/servers/rendering/renderer_rd/shaders
T
History
blaqjack d650ac8a96 TAA adjustment to reduce ghosting
2025-11-18 12:24:09 +01:00
..
effects
TAA adjustment to reduce ghosting
2025-11-18 12:24:09 +01:00
environment
Clean up Volumetric Fog blending behavior
2025-11-07 11:11:44 -08:00
forward_clustered
Apply PREMUL_ALPHA_FACTOR only in non-split-specular shader variants.
2025-11-14 23:17:17 -08:00
forward_mobile
Use half float precision buffer for 3D when HDR2D is enabled
2025-10-21 13:44:46 -07:00
blit.glsl
…
canvas_occlusion.glsl
…
canvas_sdf.glsl
…
canvas_uniforms_inc.glsl
2D: Switch to VBOs for instance data
2025-11-15 06:25:49 +11:00
canvas.glsl
Reorganize canvas shader varyings in RD renderer
2025-11-14 22:29:28 -08:00
cluster_data_inc.glsl
…
cluster_debug.glsl
…
cluster_render.glsl
…
cluster_store.glsl
…
decal_data_inc.glsl
…
giprobe_write.glsl
…
half_inc.glsl
…
light_data_inc.glsl
…
particles_copy.glsl
…
particles.glsl
…
samplers_inc.glsl
…
scene_data_inc.glsl
Optimize vertex shader using mat3x4 to reduce bandwidth, load/store operations and ALUs
2025-09-26 23:20:08 -07:00
scene_forward_aa_inc.glsl
…
scene_forward_gi_inc.glsl
…
scene_forward_lights_inc.glsl
Use half float precision buffer for 3D when HDR2D is enabled
2025-10-21 13:44:46 -07:00
scene_forward_vertex_lights_inc.glsl
…
SCsub
…
skeleton.glsl
…
Powered by Gitea Version: 1.26.1 Page: 3831ms Template: 4ms
Auto
English
Bahasa Indonesia Deutsch English Español Français Gaeilge Italiano Latviešu Magyar nyelv Nederlands Polski Português de Portugal Português do Brasil Suomi Svenska Türkçe Čeština Ελληνικά Български Русский Українська فارسی മലയാളം 日本語 简体中文 繁體中文(台灣) 繁體中文(香港) 한국어
Licenses API