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path: root/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
Commit message (Collapse)AuthorAgeFilesLines
* Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij2022-06-221-168/+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>
* Remove unused code in GI shadersHugo Locurcio2021-11-281-56/+0
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* Remove leftovers of anisotropy in the VoxelGI shader codeHugo Locurcio2021-08-251-5/+0
| | | | | Anisotropy support was removed when VoxelGI was reworked as it was too demanding on the GPU.
* Rename GI Classesreduz2021-06-051-0/+229
* 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.