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add558f3bc8ef485666e01ea2c83a4a2eaefe2eb
godot
/
servers
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rendering
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renderer_rd
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shaders
T
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Rémi Verschelde
587f1d0cb0
Merge pull request
#92817
from Alex2782/fix_glsl_Mali-G
...
Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx
2024-07-22 17:24:04 +02:00
..
effects
Merge pull request
#92817
from Alex2782/fix_glsl_Mali-G
2024-07-22 17:24:04 +02:00
environment
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
forward_clustered
reverted naming to premul alpha (no T)
2024-05-01 22:24:49 +02:00
forward_mobile
Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
2024-07-12 15:44:06 -07:00
blit.glsl
Add option to enable HDR rendering in 2D
2023-08-07 11:24:03 +02:00
canvas_occlusion.glsl
…
canvas_sdf.glsl
…
canvas_uniforms_inc.glsl
Remove unused flag and code
2024-06-20 13:50:20 +10:00
canvas.glsl
Remove unused flag and code
2024-06-20 13:50:20 +10:00
cluster_data_inc.glsl
…
cluster_debug.glsl
…
cluster_render.glsl
Save cluster render shader from being optimized out entirely
2023-05-08 18:39:49 +02:00
cluster_store.glsl
…
decal_data_inc.glsl
…
giprobe_write.glsl
…
light_data_inc.glsl
…
particles_copy.glsl
Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale
2023-09-08 20:01:57 +01:00
particles.glsl
Fix userdata not copied when trails started
2024-06-25 23:33:26 +09:00
samplers_inc.glsl
Style: Trim trailing whitespace and ensure newline at EOF
2024-05-08 10:12:46 +02:00
scene_data_inc.glsl
Add optional depth fog
2024-02-17 22:39:34 -03:00
scene_forward_aa_inc.glsl
Fix alpha hash by correcting typos and doing calculations in object space
2022-11-14 17:57:49 -08:00
scene_forward_gi_inc.glsl
Reduce the number of samplers used by the scene shaders
2023-12-15 17:13:44 -07:00
scene_forward_lights_inc.glsl
Properly calculate penumbra for soft shadows with reverse z
2024-04-25 17:06:49 -07:00
SCsub
…
skeleton.glsl
Vertex and attribute compression to reduce the size of the vertex format.
2023-10-05 12:02:23 -06:00