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* Merge commit godotengine/godot@f128f383e892865379cb8b14e7bcc9858efe2973Spartan3222024-11-271-2/+2
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| * Merge pull request #99220 from Flarkk/fix_sss_reverse_zThaddeus Crews2024-11-271-2/+2
| |\ | | | | | | | | | Fix regression in SSS with reverse-z
| | * Fix SSS with reverse-zFlorent Guiocheau2024-11-261-2/+2
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* | | Merge commit godotengine/godot@d09d82d433b03bb3773fd2a8cc8d6ccc2f8739ceSpartan3222024-11-261-1/+0
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| * | Style: Add 19.1.0 LLVM options to `.clang-format`Thaddeus Crews2024-11-221-1/+0
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* | | Merge commit godotengine/godot@87318a2fb7fffeb72adca934e31915be077c3d1fSpartan3222024-11-061-4/+1
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| * | Add dependency detection improvements to the render graph.Dario2024-11-011-4/+1
| |/ | | | | | | | | | | - Buffers changing their usage are no longer treated as write usage unless the API requires it. - Draw lists are not treated as being dependent on each other if their regions do not intersect despite both being write commands. - Particles were tweaked to use different unused buffers to reduce dependencies.
* / Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
|/ | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Merge pull request #96923 from Repiteo/style/warning-admonitionRémi Verschelde2024-09-262-5/+9
|\ | | | | | | Style: Add `WARNING:` as new comment admonition
| * Style: Add `WARNING:` as new comment admonitionThaddeus Crews2024-09-252-5/+9
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* | SCons: Add unobtrusive type hints in SCons filesThaddeus Crews2024-09-252-0/+2
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* Fix incorrect Reinhard tonemap operatorRie2024-09-251-2/+6
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* Merge pull request #86809 from clayjohn/TAA-disocclusionRémi Verschelde2024-09-031-1/+3
|\ | | | | | | Tune TAA disocclusion scale to avoid rejecting all samples during motion.
| * Tune TAA disocclusion scale to avoid rejecting all samples during motion.clayjohn2024-01-041-1/+3
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* | Use transformed roughness instead of raw roughness to calculate roughness ↵clayjohn2024-08-121-1/+1
| | | | | | | | fade in SSR
* | Merge pull request #92817 from Alex2782/fix_glsl_Mali-GRémi Verschelde2024-07-222-6/+32
|\ \ | | | | | | | | | Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx
| * | Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxxAlexander Hartmann2024-07-202-6/+32
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* | | Merge pull request #94184 from mertkasar/ssr-rotation-fixRémi Verschelde2024-07-172-2/+2
|\ \ \ | | | | | | | | | | | | Fix SSR orientation issues when using orthogonal camera
| * | | Fix SSR orientation issues when using orthogonal cameraMert Kasar2024-07-122-2/+2
| |/ / | | | | | | | | | | | | - Use negative clip space values to fix reversed rotations in reflections - Use constant -z view vector when raymarching to fix perspective in reflections
* / / Properly linearize depth buffer for SSAO when using orthogonal cameraclayjohn2024-07-091-2/+2
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* | Fix various typos with codespellRémi Verschelde2024-05-071-1/+1
| | | | | | | | | | | | | | | | | | Using 2.2.7.dev217+g10c2abcf. Had to add `colour` to the ignore list as we used it as an alias/keyword for the documentation of color-related APIs. Also ignore recommendations to change `thirdparty` to either `third-party` or `third party`, which are correct but we use the former fairly consistently.
* | Improvements to VRS/Foveated renderingBastiaan Olij2024-05-031-14/+32
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* | Fix issue with copy shader not working in multiviewBastiaan Olij2024-04-231-1/+1
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* | Use a src rect for copying from screen with CanvasGroup in the mobile backendclayjohn2024-04-171-0/+5
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* | Use Reverse Z for the depth bufferKhasehemwy2024-04-044-9/+9
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* | Consistantly use USE_MULTIVIEW as the define in shadersBastiaan Olij2024-03-113-44/+44
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* | Fix SSR not working properly in stereoBastiaan Olij2024-01-091-1/+1
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* | Acyclic Command Graph for RenderingDevice.Dario2024-01-081-0/+5
|/ | | | Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
* Use best fit normals for storing screen space normalsclayjohn2023-12-215-25/+30
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* Fix cubemap downsampler logicBastiaan Olij2023-10-311-1/+1
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* Merge pull request #79921 from mandryskowski/ssr_transparencyRémi Verschelde2023-10-111-18/+29
|\ | | | | | | Make Fresnel darken SSR instead of blending with specular
| * Fresnel should darken the SSR reflections instead of blending them with ↵mandryskowski2023-10-111-18/+29
| | | | | | | | specular light.
* | Optimizing glow behaviourRaffaele Picca2023-09-261-6/+19
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* | Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.Dario2023-09-2512-1/+104
| | | | | | | | Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
* | Merge pull request #81074 from DarioSamo/flip-motion-vectorsRémi Verschelde2023-08-291-1/+1
|\ \ | | | | | | | | | Flip convention of motion vectors.
| * | Flip convention of motion vector to point from current pixel to the previous ↵Dario2023-08-281-1/+1
| | | | | | | | | | | | pixel.
* | | Improve visual feedback when using the motion vectors debug view option.Dario2023-08-281-0/+80
|/ / | | | | | | Replaces the current method of showing the raw values of the motion vectors buffer to display a grid of lines instead with a new shader.
* | Merge pull request #80215 from clayjohn/HDR-2DRémi Verschelde2023-08-082-21/+29
|\ \ | | | | | | | | | Add option to enable HDR rendering in 2D
| * | Add option to enable HDR rendering in 2Dclayjohn2023-08-072-21/+29
| |/ | | | | | | | | | | | | This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear. This is necessary for proper HDR screen support in the future.
* | Merge pull request #80311 from darksylinc/matias-fullscreen-triRémi Verschelde2023-08-079-38/+29
|\ \ | | | | | | | | | Use fullscreen tri instead of quad
| * | Use fullscreen tri instead of quadMatias N. Goldberg2023-08-059-38/+29
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* / Fix various typos with codespellRémi Verschelde2023-08-071-1/+1
|/ | | | | | | | | Also includes typo fixes from #79993, #80068, #80276, and #80303. Co-authored-by: betalars <contact@betalars.de> Co-authored-by: spaceyjase <429978+spaceyjase@users.noreply.github.com> Co-authored-by: Swarkin <102416174+Swarkin@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com>
* Revert the change of the limit for interpolation of R0 with respect to ↵mandryskowski2023-07-181-1/+3
| | | | | | | metallic and SSR Commit 2c000cb72fc04fd76c5d3b6bc53955f83bf50c71 changed the interpolation limits from (0.04, 1.0) to (0.04, 0.37). This is incorrect, as we want to have an F0 of 0.04 for dielectrics (materials with metalness of 0.0) and an F0 of 1.0 for metals. The Schlick approximation uses an F0 of 0.04 for all dielectrics and it's good enough. Having it lower than 1.0 leads to an incorrect application of the Fresnel effect for metals and leads to bugs like #79549
* Draw frustum splices ontop of direction shadow atlas for debug purposesBastiaan Olij2023-06-111-0/+41
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* Use proper UV in cubemap downsampler rasterclayjohn2023-05-031-103/+101
| | | | This removes bias in cubemap downsampling shader that resulted in the bottom of cubemaps being over represented
* Fix the limit for interpolation of R0 with respect to metallic and SSRmightygoat2023-04-061-3/+2
| | | | Shlick term
* Move roughness limiter and sort into their own classesBastiaan Olij2023-03-092-0/+273
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* Increase SSAO and SSIL bias to account for variance in mipmap generationclayjohn2023-02-212-4/+4
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* Fix sampling bug when SSAO is using half sizeclayjohn2023-02-161-10/+5
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* Convert en_GB spelling to en_US with codespellRémi Verschelde2023-01-238-18/+18
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