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author | reduz <reduzio@gmail.com> | 2021-02-06 11:51:56 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-02-06 15:08:21 -0300 |
commit | 8faf23b52b0147eea6903e84973893802d97d339 (patch) | |
tree | c672077cff56f43a5a318e89be7c2e956de4aa6e /servers/rendering/renderer_rd/shaders/SCsub | |
parent | fa2f7693bb9efc44755b1b693b22ec2788910a0d (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/SCsub | 1 |
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") |