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c9fdcde20f45b6e852800a2f6f2d2afaf976e425
godot
/
servers
/
rendering
/
renderer_rd
/
shaders
T
History
Rémi Verschelde
7d03b1de0b
Style: Trim trailing whitespace and ensure newline at EOF
...
Found by apply the file_format checks again via
#91597
.
2024-05-08 10:12:46 +02:00
..
effects
Fix various typos with codespell
2024-05-07 10:08:42 +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
reverted naming to premul alpha (no T)
2024-05-01 22:24:49 +02:00
blit.glsl
…
canvas_occlusion.glsl
…
canvas_sdf.glsl
…
canvas_uniforms_inc.glsl
…
canvas.glsl
Exit light calculation early when pixel outside of light bounding rectangle
2024-04-19 16:10:11 -07:00
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 inverted GPUParticlesCollisionHeightField3D
2024-04-26 17:30:50 +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
Add optional depth fog
2024-02-17 22:39:34 -03:00
scene_forward_aa_inc.glsl
…
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
Properly calculate penumbra for soft shadows with reverse z
2024-04-25 17:06:49 -07:00
SCsub
…
skeleton.glsl
Vertex and attribute compression to reduce the size of the vertex format.
2023-10-05 12:02:23 -06:00