godot/servers/rendering/renderer_rd/shaders
clayjohn f61ee7bdf6 Use half float precision buffer for 3D when HDR2D is enabled
This is necessary for Environment effects like Glow to work correctly.
2025-10-21 13:44:46 -07:00
..
effects Overhaul screen space reflections. 2025-10-21 19:23:38 +03:00
environment Fix spotlight's shadow with volumetric fog 2025-08-13 09:28:06 +02:00
forward_clustered Use half float precision buffer for 3D when HDR2D is enabled 2025-10-21 13:44:46 -07:00
forward_mobile Use half float precision buffer for 3D when HDR2D is enabled 2025-10-21 13:44:46 -07:00
blit.glsl Fix debanding for Mobile rendering method with HDR 2D. 2025-07-24 16:11:49 -04:00
canvas.glsl [MSDF] Fix outline bleed out at small sizes. 2025-08-31 23:35:33 +03:00
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl Add shader baker to project exporter. 2025-05-27 12:45:27 -03:00
cluster_data_inc.glsl
cluster_debug.glsl
cluster_render.glsl [macOS] Selectively bake specific shader variants for MoltenVK. 2025-07-09 20:09:56 +03:00
cluster_store.glsl
decal_data_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
giprobe_write.glsl
half_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
light_data_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
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 Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
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 Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
SCsub
skeleton.glsl