summaryrefslogtreecommitdiffstats
path: root/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
Commit message (Expand)AuthorAgeFilesLines
* Merge pull request #62547 from clayjohn/ref_vec_pbrRémi Verschelde2022-08-081-3/+1
|\
| * Evaluate specular reflections using specular dominant direction instead of as...clayjohn2022-06-291-3/+1
* | Add a shadow opacity property to Light3DHugo Locurcio2022-08-071-4/+6
* | Treat specular less than 0.02 as occlusionclayjohn2022-07-311-1/+4
|/
* Introduce eye_offset for correcting stereoscopic reflectionsBastiaan Olij2022-06-171-2/+2
* Initial TAA implementationjfons2022-06-071-13/+13
* Fix D_GGX code which can cause divide-by-zero valsnowapril2022-03-141-3/+3
* Filament specular fix. Clamp dot product between normal and view vectors. Fix...Darryl Ryan2022-02-231-2/+2
* Use Filament specular models and parametrizationclayjohn2022-02-221-90/+39
* remove normal_to_panorama from spotlight projectorBartłomiej Dusak2022-02-091-3/+3
* Fix shader crashing when using `ALBEDO` or `ALPHA` in light functionYuri Roubinsky2021-11-111-26/+11
* clang-format: Disable alignment of operands, too unreliableRémi Verschelde2021-10-281-5/+5
* Fix shadow disabling settingsjfons2021-10-251-5/+5
* Add Soft Very Low shadow quality mode for 3DHugo Locurcio2021-10-211-3/+3
* Fix shader crash on using METALLIC and ROUGHNESS built-ins in light funcYuri Roubinsky2021-10-111-5/+7
* Merge pull request #50883 from BastiaanOlij/mobile_hdrBastiaan Olij2021-08-261-1/+1
|\
| * Scale color output in the mobile renderer to provide HDR supportBastiaan Olij2021-08-231-1/+1
* | Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke2021-08-221-1/+1
|/
* Improvements to SpotLight3D and OmniLight3D's shadowsjfons2021-08-191-51/+91
* Merge pull request #51025 from reduz/fix-directional-shadow-biasRémi Verschelde2021-08-131-20/+5
|\
| * Fix directional shadow biasreduz2021-07-291-20/+5
* | Use f0 instead of albedo in blinn and phongclayjohn2021-08-101-2/+2
* | Make Blinn and Phong specular modes PBRclayjohn2021-08-091-7/+5
|/
* Implement more rendering options as specialization constantsreduz2021-07-191-50/+60
* Use specialization constants in clustered rendererreduz2021-07-121-57/+41
* Fix Subsurface Scatteringreduz2021-07-051-23/+19
* Fix shader compilation with render_mode: `specular_phong`Yuri Roubinsky2021-06-091-0/+4
* Removes deleted OrenNayar mode from shaders and materialsYuri Roubinsky2021-06-081-5/+0
* Create mobile rendererBastiaan Olij2021-05-031-0/+1023