godot/servers/rendering/renderer_rd/shaders
blaqjack d650ac8a96 TAA adjustment to reduce ghosting 2025-11-18 12:24:09 +07:00
..
effects TAA adjustment to reduce ghosting 2025-11-18 12:24:09 +07:00
environment Clean up Volumetric Fog blending behavior 2025-11-07 11:11:44 +07:00
forward_clustered Apply PREMUL_ALPHA_FACTOR only in non-split-specular shader variants. 2025-11-14 23:17:17 +07:00
forward_mobile Use half float precision buffer for 3D when HDR2D is enabled 2025-10-21 13:44:46 +07:00
SCsub
blit.glsl Fix debanding for Mobile rendering method with HDR 2D. 2025-07-24 16:11:49 +07:00
canvas.glsl Reorganize canvas shader varyings in RD renderer 2025-11-14 22:29:28 +07:00
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl 2D: Switch to VBOs for instance data 2025-11-15 06:25:49 +07:00
cluster_data_inc.glsl
cluster_debug.glsl
cluster_render.glsl [macOS] Selectively bake specific shader variants for MoltenVK. 2025-07-09 20:09:56 +07:00
cluster_store.glsl
decal_data_inc.glsl
giprobe_write.glsl
half_inc.glsl
light_data_inc.glsl
particles.glsl
particles_copy.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
skeleton.glsl