This website requires JavaScript.
Explore
Help
Sign In
noahbackus
/
godot
Watch
1
Star
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
…