godot/servers/rendering/renderer_rd/shaders
clayjohn 4b84207d2f Use vertex shader workaround for Mali GXX GPUs for glow shader
We applied this same workaround to the tonemap shader and DoF, but didn't apply it to glow since the bug didn't manifest on our test devices.
2025-08-26 11:31:22 -07:00
..
effects Use vertex shader workaround for Mali GXX GPUs for glow shader 2025-08-26 11:31:22 -07:00
environment Check for Vulkan Memory Model support and make it a variant. 2025-07-25 09:24:58 -03:00
forward_clustered Fix lightmap dynamic objects with physical lights 2025-07-17 20:58:03 -03:00
forward_mobile Fix mobile renderer motion vectors regression 2025-08-12 16:45:31 -05:00
blit.glsl Fix debanding for Mobile rendering method with HDR 2D. 2025-07-24 16:11:49 -04:00
canvas.glsl Fix MSDF outline size clamping. 2025-08-19 08:28:33 +03:00
canvas_occlusion.glsl Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes. 2024-12-17 07:41:09 -08:00
canvas_sdf.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
canvas_uniforms_inc.glsl Add shader baker to project exporter. 2025-05-27 12:45:27 -03:00
cluster_data_inc.glsl Create mobile renderer 2021-05-03 21:54:11 +10:00
cluster_debug.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
cluster_render.glsl [macOS] Selectively bake specific shader variants for MoltenVK. 2025-07-09 20:09:56 +03:00
cluster_store.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
decal_data_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
giprobe_write.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
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 Fix: Mass property particle shader error 2025-01-28 21:00:26 -05:00
particles_copy.glsl Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale 2023-09-08 20:01:57 +01:00
samplers_inc.glsl Style: Trim trailing whitespace and ensure newline at EOF 2024-05-08 10:12:46 +02:00
scene_data_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
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 Reduce the number of samplers used by the scene shaders 2023-12-15 17:13:44 -07:00
scene_forward_lights_inc.glsl Fix division by zero in clearcoat 2025-07-08 01:58:37 +00:00
scene_forward_vertex_lights_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
SCsub Adding ability to include build-in include files (precursor to custom shader templates) 2024-11-24 08:47:45 +11:00
skeleton.glsl Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00