godot/servers/rendering/renderer_rd/shaders/environment
Thaddeus Crews 4665faaaa9
Merge pull request #100427 from Namey5/fog-sky-luminance
Separate sky luminance and brightness calculations for consistent fog
2024-12-19 19:59:50 -06:00
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gi.glsl Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
SCsub SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
sdfgi_debug.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_debug_probes.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_direct_light.glsl Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
sdfgi_integrate.glsl Support custom sky rotation in SDFGI 2024-12-20 11:26:28 +11:00
sdfgi_preprocess.glsl Fixup SDFGI shader compilation error after #80390 2024-01-03 08:51:08 +01:00
sky.glsl fix: separate sky luminance and user brightness calculations around fog 2024-12-20 11:25:11 +11:00
volumetric_fog.glsl Style: Apply new clang-format changes 2024-09-20 08:09:48 -05:00
volumetric_fog_process.glsl Fix incorrect depth comparison used to calculate volumetric fog shadowing 2024-10-16 14:55:41 +05:30
voxel_gi.glsl Use best fit normals for storing screen space normals 2023-12-21 14:41:29 -07:00
voxel_gi_debug.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
voxel_gi_sdf.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00