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7e549aa52e2d5c2f4a893907937a052d57cb33b0
godot
/
servers
/
rendering
/
renderer_rd
/
shaders
History
Rémi Verschelde
c5e5fa3d9f
Merge pull request
#94289
from clayjohn/MOBILE-multimesh-spec-constant
...
Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
2024-07-17 12:24:01 +02:00
..
effects
Merge pull request
#94184
from mertkasar/ssr-rotation-fix
2024-07-17 11:43:25 +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
…
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
…
cluster_store.glsl
…
decal_data_inc.glsl
…
giprobe_write.glsl
…
light_data_inc.glsl
…
particles_copy.glsl
…
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
…
scene_forward_aa_inc.glsl
…
scene_forward_gi_inc.glsl
…
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
…