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* Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij2022-06-221-236/+0
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* RendererRD: Remove binding specifier for push constantsRémi Verschelde2022-02-111-1/+1
| | | | | | | This is unsupported and glslang made it raise an error in 11.7.0: https://github.com/KhronosGroup/glslang/pull/2810 Co-authored-by: Clay John <claynjohn@gmail.com>
* Fix Subsurface Scatteringreduz2021-07-051-0/+16
| | | | | | * Works again * Transmittance also works again * Removed the curve patamter, exp() function is good enough.
* Rename GI Classesreduz2021-06-051-11/+11
| | | | | | | * GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
* Refactor GLSL shader compilationreduz2021-04-141-1/+1
| | | | | | | | -Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
* Shadow map rendering optimizationreduz2021-01-241-4/+3
| | | | | | | -All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
* Several GI related optimizations and fixesreduz2021-01-241-1/+112
| | | | | | | | | | | | -SDFGI direct light is done over many frames -SDFGI Changed settings for rays/frame -SDFGI Misc optimizations -SDFGI Bug fix on probe scroll -GIProbe was not working, got it to work again -GIProbe dynamic objects were not working, fixed -Added a half size GI option.
* RenderingServer reorganizationreduz2020-12-041-0/+110