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c86fcccf6818edd4f36e2d01bdecd0be2188c5e3
godot/servers/rendering/renderer_rd/effects
T
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Rémi Verschelde 49ed6c558c Merge pull request #86809 from clayjohn/TAA-disocclusion
Tune TAA disocclusion scale to avoid rejecting all samples during motion.
2024-09-03 16:13:26 +02:00
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bokeh_dof.cpp
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bokeh_dof.h
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copy_effects.cpp
Use a full screen triangle for mipmap calculations in mobile renderer
2024-05-02 13:17:09 -07:00
copy_effects.h
Use a src rect for copying from screen with CanvasGroup in the mobile backend
2024-04-17 15:19:20 -07:00
debug_effects.cpp
Rewrite reprojection for FSR2 to work correctly with Reverse-Z.
2024-05-10 11:57:27 -03:00
debug_effects.h
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fsr2.cpp
Fix double free in FSR2 destructor
2024-08-16 22:44:57 -07:00
fsr2.h
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fsr.cpp
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fsr.h
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luminance.cpp
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luminance.h
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resolve.cpp
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resolve.h
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roughness_limiter.cpp
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roughness_limiter.h
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SCsub
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sort_effects.cpp
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sort_effects.h
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ss_effects.cpp
[Core] Add scalar versions of Vector* min/max/clamp/snap(ped)
2024-05-02 10:31:13 +02:00
ss_effects.h
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taa.cpp
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taa.h
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tone_mapper.cpp
Consistantly use USE_MULTIVIEW as the define in shaders
2024-03-11 14:40:00 +11:00
tone_mapper.h
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vrs.cpp
Improvements to VRS/Foveated rendering
2024-05-03 17:20:30 +10:00
vrs.h
Improvements to VRS/Foveated rendering
2024-05-03 17:20:30 +10:00
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