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authorreduz <reduzio@gmail.com>2021-02-06 11:51:56 -0300
committerreduz <reduzio@gmail.com>2021-02-06 15:08:21 -0300
commit8faf23b52b0147eea6903e84973893802d97d339 (patch)
treec672077cff56f43a5a318e89be7c2e956de4aa6e /servers/rendering/renderer_rd/shaders/SCsub
parentfa2f7693bb9efc44755b1b693b22ec2788910a0d (diff)
Simplify Volumetric Fog
-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.
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/SCsub')
-rw-r--r--servers/rendering/renderer_rd/shaders/SCsub1
1 files changed, 0 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub
index 1b0197c1c1..c192574ff2 100644
--- a/servers/rendering/renderer_rd/shaders/SCsub
+++ b/servers/rendering/renderer_rd/shaders/SCsub
@@ -39,7 +39,6 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("sdfgi_debug.glsl")
env.RD_GLSL("sdfgi_debug_probes.glsl")
env.RD_GLSL("volumetric_fog.glsl")
- env.RD_GLSL("shadow_reduce.glsl")
env.RD_GLSL("particles.glsl")
env.RD_GLSL("particles_copy.glsl")
env.RD_GLSL("sort.glsl")