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* SCons: Add unobtrusive type hints in SCons filesThaddeus Crews2024-09-251-0/+1
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* Extract shared scene data into a separate classBastiaan Olij2022-09-151-0/+2
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* SCons: Properly track codegen script dependency for generated GLSL headersRémi Verschelde2022-07-021-1/+1
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* Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij2022-06-221-0/+1
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* Splitting tonemapper into its own classBastiaan Olij2022-04-281-0/+2
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* Changed SCsub for shaders to find shaders automatically and create ↵Bastiaan Olij2021-03-181-43/+12
| | | | dependencies with include files
* Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered ↵Bastiaan Olij2021-03-101-1/+1
| | | | so we can introduce RendererSceneRenderForwardMobile
* Simplify Volumetric Fogreduz2021-02-061-1/+0
| | | | | | | -Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
* Added GPU based cluster builderreduz2021-01-191-0/+3
| | | | Clustering is now GPU based, uses an implementation based on the Activision algorithm.
* Port ASSAO to Godot to replace SAOclayjohn2020-12-211-1/+3
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* Reimplement skeletons and blend shapesreduz2020-12-161-0/+1
| | | | Uses compute shaders, which only once, on demand, and all in parallel.
* Add support for low-end 3D rendering.reduz2020-12-071-1/+1
| | | | | -Reduce number of uniform sets from 6 to 4. -Remove features in low end mode, in order to reduce the number of texture units fit to 16.
* RenderingServer reorganizationreduz2020-12-041-0/+43