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e82a237f9998aecc7bd5fa7e77ebcba87e1b4e2c
godot/servers/rendering/renderer_rd/shaders/environment
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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
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voxel_gi_sdf.glsl
…
voxel_gi.glsl
…
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