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effects
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Optimize glow and tonemap gather step in the mobile renderer
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2025-10-30 21:56:26 -07:00 |
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environment
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Revise fog blending to fix over-darkening/borders.
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2025-10-24 13:15:26 -07:00 |
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forward_clustered
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Revise fog blending to fix over-darkening/borders.
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2025-10-24 13:15:26 -07:00 |
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forward_mobile
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Use half float precision buffer for 3D when HDR2D is enabled
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2025-10-21 13:44:46 -07:00 |
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blit.glsl
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Fix debanding for Mobile rendering method with HDR 2D.
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2025-07-24 16:11:49 -04:00 |
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canvas.glsl
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Fix Light2D none shadow filter to use nearest sampling
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2025-10-30 19:12:17 +02:00 |
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canvas_occlusion.glsl
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Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes.
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2024-12-17 07:41:09 -08:00 |
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canvas_sdf.glsl
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RendererRD: Remove binding specifier for push constants
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2022-02-11 18:42:32 +01:00 |
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canvas_uniforms_inc.glsl
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Add shader baker to project exporter.
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2025-05-27 12:45:27 -03:00 |
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cluster_data_inc.glsl
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Create mobile renderer
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2021-05-03 21:54:11 +10:00 |
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cluster_debug.glsl
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RendererRD: Remove binding specifier for push constants
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2022-02-11 18:42:32 +01:00 |
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cluster_render.glsl
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[macOS] Selectively bake specific shader variants for MoltenVK.
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2025-07-09 20:09:56 +03:00 |
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cluster_store.glsl
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RendererRD: Remove binding specifier for push constants
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2022-02-11 18:42:32 +01:00 |
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decal_data_inc.glsl
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Optimize Mobile renderer by using FP16 explicitly.
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2025-06-09 14:39:35 -03:00 |
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giprobe_write.glsl
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RendererRD: Remove binding specifier for push constants
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2022-02-11 18:42:32 +01:00 |
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half_inc.glsl
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Optimize Mobile renderer by using FP16 explicitly.
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2025-06-09 14:39:35 -03:00 |
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light_data_inc.glsl
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Optimize Mobile renderer by using FP16 explicitly.
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2025-06-09 14:39:35 -03:00 |
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particles.glsl
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Fix: Mass property particle shader error
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2025-01-28 21:00:26 -05:00 |
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particles_copy.glsl
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Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale
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2023-09-08 20:01:57 +01:00 |
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samplers_inc.glsl
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Style: Trim trailing whitespace and ensure newline at EOF
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2024-05-08 10:12:46 +02:00 |
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scene_data_inc.glsl
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Optimize vertex shader using mat3x4 to reduce bandwidth, load/store operations and ALUs
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2025-09-26 23:20:08 -07:00 |
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scene_forward_aa_inc.glsl
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Optimize Mobile renderer by using FP16 explicitly.
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2025-06-09 14:39:35 -03:00 |
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scene_forward_gi_inc.glsl
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Reduce the number of samplers used by the scene shaders
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2023-12-15 17:13:44 -07:00 |
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scene_forward_lights_inc.glsl
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Use half float precision buffer for 3D when HDR2D is enabled
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2025-10-21 13:44:46 -07:00 |
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scene_forward_vertex_lights_inc.glsl
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Optimize Mobile renderer by using FP16 explicitly.
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2025-06-09 14:39:35 -03:00 |
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SCsub
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Adding ability to include build-in include files (precursor to custom shader templates)
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2024-11-24 08:47:45 +11:00 |
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skeleton.glsl
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Vertex and attribute compression to reduce the size of the vertex format.
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2023-10-05 12:02:23 -06:00 |