index
:
redot-engine.git
4.3
master
Redot Engine – Multi-platform 2D and 3D game engine
summary
refs
log
tree
commit
diff
stats
log msg
author
committer
range
path:
root
/
servers
/
rendering
/
renderer_rd
/
effects_rd.h
Commit message (
Expand
)
Author
Age
Files
Lines
*
Code quality: Fix header guards consistency
Rémi Verschelde
2022-07-25
1
-1
/
+1
*
Implement Vector4, Vector4i, Projection
reduz
2022-07-23
1
-2
/
+2
*
Move screen space effects into a separate class
Bastiaan Olij
2022-07-19
1
-384
/
+0
*
Moved cube_to_dp and cubemap logic into CopyEffects
Bastiaan Olij
2022-06-24
1
-88
/
+0
*
Split GI effects and fix stereoscopic rendering of GI effects
Bastiaan Olij
2022-06-22
1
-24
/
+0
*
Initial TAA implementation
jfons
2022-06-07
1
-0
/
+16
*
Replace most uses of Map by HashMap
reduz
2022-05-16
1
-8
/
+8
*
Split out bokeh_dof and copy effects
Bastiaan Olij
2022-05-11
1
-217
/
+0
*
Splitting tonemapper into its own class
Bastiaan Olij
2022-04-28
1
-104
/
+0
*
Implementing OpenXR driver
Bastiaan Olij
2022-02-23
1
-1
/
+4
*
Optimize and fix backbuffer gaussian blur
clayjohn
2022-02-05
1
-1
/
+1
*
add support for glow maps
Ansraer
2022-01-20
1
-1
/
+5
*
Remove mistakenly added push constant from SSR
clayjohn
2022-01-15
1
-1
/
+0
*
Merge pull request #51206 from clayjohn/Vulkan-ASSGI
Rémi Verschelde
2022-01-04
1
-29
/
+166
|
\
|
*
Added SSIL post processing effect
clayjohn
2021-11-06
1
-29
/
+166
*
|
Update copyright statements to 2022
Rémi Verschelde
2022-01-03
1
-2
/
+2
*
|
Implemented AMD's FSR as a computer shader for upscaling 3D scenes
Je06jm
2021-11-23
1
-0
/
+24
|
/
*
Repaired mistyped of 'threshold' on several files.
M. Huri
2021-10-31
1
-2
/
+2
*
Scale color output in the mobile renderer to provide HDR support
Bastiaan Olij
2021-08-23
1
-2
/
+3
*
Improvements to SpotLight3D and OmniLight3D's shadows
jfons
2021-08-19
1
-3
/
+2
*
Fix read from screen and depth texture
Bastiaan Olij
2021-08-15
1
-0
/
+3
*
Implemented raster versions of bokeh shaders to replace broken gaussian imple...
Bastiaan Olij
2021-08-13
1
-41
/
+46
*
Use subpasses to do 3D rendering and resolve in mobile renderer
Bastiaan Olij
2021-08-06
1
-0
/
+7
*
Porting cubemap compute shaders to raster for the mobile renderer
Bastiaan Olij
2021-08-01
1
-11
/
+33
*
Use fragment shader instead of compute shader for effects for mobile renderer
Bastiaan Olij
2021-07-25
1
-1
/
+89
*
Fix Subsurface Scattering
reduz
2021-07-05
1
-0
/
+2
*
Move render_sky logic from effects into our sky object, and some minor cleanup
Bastiaan Olij
2021-06-26
1
-10
/
+0
*
Merge pull request #49576 from clayjohn/VULKAN-SSAO-uniform-sets
Rémi Verschelde
2021-06-14
1
-5
/
+2
|
\
|
*
Store SSAO uniform sets per viewport
clayjohn
2021-06-13
1
-5
/
+2
*
|
Add stereoscopic rendering through multiview
Bastiaan Olij
2021-06-13
1
-7
/
+15
|
/
*
Rename GI Classes
reduz
2021-06-05
1
-2
/
+2
*
Simplify Volumetric Fog
reduz
2021-02-06
1
-18
/
+0
*
Rewrote how barriers work for faster rendering
reduz
2021-02-04
1
-1
/
+3
*
Shadow map rendering optimization
reduz
2021-01-24
1
-5
/
+4
*
Merge pull request #44842 from clayjohn/VULKAN-SSAO-2
Rémi Verschelde
2021-01-04
1
-2
/
+2
|
\
|
*
SSAO cleanup and fixes
clayjohn
2021-01-03
1
-2
/
+2
*
|
Update copyright statements to 2021
Rémi Verschelde
2021-01-01
1
-2
/
+2
|
/
*
Port ASSAO to Godot to replace SAO
clayjohn
2020-12-21
1
-36
/
+123
*
RenderingServer reorganization
reduz
2020-12-04
1
-0
/
+691