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godot/servers/rendering/renderer_rd
Rémi Verschelde 46ef52162e Color: Rename `to_srgb`/`to_linear` to include base color space
This helps reduce confusion around sRGB <> Linear conversions by making
both input and output color spaces explicit.
2022-04-13 11:45:52 +07:00
..
forward_clustered Color: Rename `to_srgb`/`to_linear` to include base color space 2022-04-13 11:45:52 +07:00
forward_mobile Color: Rename `to_srgb`/`to_linear` to include base color space 2022-04-13 11:45:52 +07:00
shaders Use less blur for distant directional shadow splits 2022-04-11 19:37:49 +07:00
storage_rd Color: Rename `to_srgb`/`to_linear` to include base color space 2022-04-13 11:45:52 +07:00
SCsub
cluster_builder_rd.cpp
cluster_builder_rd.h
effects_rd.cpp
effects_rd.h
pipeline_cache_rd.cpp
pipeline_cache_rd.h
renderer_canvas_render_rd.cpp
renderer_canvas_render_rd.h
renderer_compositor_rd.cpp Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +07:00
renderer_compositor_rd.h
renderer_scene_environment_rd.cpp
renderer_scene_environment_rd.h
renderer_scene_gi_rd.cpp Color: Rename `to_srgb`/`to_linear` to include base color space 2022-04-13 11:45:52 +07:00
renderer_scene_gi_rd.h
renderer_scene_render_rd.cpp Color: Rename `to_srgb`/`to_linear` to include base color space 2022-04-13 11:45:52 +07:00
renderer_scene_render_rd.h
renderer_scene_sky_rd.cpp Color: Rename `to_srgb`/`to_linear` to include base color space 2022-04-13 11:45:52 +07:00
renderer_scene_sky_rd.h
renderer_storage_rd.cpp
renderer_storage_rd.h
shader_rd.cpp Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +07:00
shader_rd.h
uniform_set_cache_rd.cpp
uniform_set_cache_rd.h