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path: root/servers/rendering/renderer_rd/renderer_scene_render_rd.h
AgeCommit message (Expand)Author
2022-07-17Adding Variable Rate Shading support to GodotBastiaan Olij
2022-07-13Rename soft shadow quality project settings for easier searchingHugo Locurcio
2022-07-06Merge pull request #62344 from BastiaanOlij/extract_dependenciesRémi Verschelde
2022-06-27Consider uniform writability part of the interface of the setPedro J. Estébanez
2022-06-28Split dependency logicBastiaan Olij
2022-06-22Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij
2022-06-17Introduce eye_offset for correcting stereoscopic reflectionsBastiaan Olij
2022-06-07Initial TAA implementationjfons
2022-05-20Add a new HashSet templatereduz
2022-05-16Replace most uses of Map by HashMapreduz
2022-05-11Split out bokeh_dof and copy effectsBastiaan Olij
2022-05-02Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde
2022-04-28Merge pull request #60547 from BastiaanOlij/split_tonemapper_effectRémi Verschelde
2022-04-28Splitting tonemapper into its own classBastiaan Olij
2022-04-26Fix "ortogonal" -> "orthogonal" typo in rasterizer codeHugo Locurcio
2022-04-04Zero initialize all pointer class and struct membersRémi Verschelde
2022-03-31Extract global variable, shader and material storageBastiaan Olij
2022-03-16Split dummy renderer classes into separate filesBastiaan Olij
2022-03-04Remove unused `shadow_color` property from Light3DHugo Locurcio
2022-02-28Fix typo in SSR roughness quality enum value namesHugo Locurcio
2022-02-04Enable 16-bit shadow atlas by default in the RenderingServer methodsHugo Locurcio
2022-01-26Merge pull request #54574 from Ansraer/glow_mapRémi Verschelde
2022-01-24Minor fixes to shadow atlases:jfons
2022-01-20add support for glow mapsAnsraer
2022-01-19Merge pull request #54489 from briansemrau/texture-delete-updateRémi Verschelde
2022-01-17Allow using between 1 and 8 cascades for SDFGIHugo Locurcio
2022-01-11New OpenGL batching canvas rendererclayjohn
2022-01-04Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde
2022-01-04Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
2021-12-29Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-11-12Fix default_texture_param in shader pipeline to support uniform arraysYuri Roubinsky
2021-11-06Added SSIL post processing effectclayjohn
2021-11-01Fix materials not updating when texture replaced/deletedBrian Semrau
2021-10-28Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn
2021-10-07Remove unimplemented `Environment.ambient_light_occlusion_color` propertyHugo Locurcio
2021-09-29Rename RID's `getornull()` to `get_or_null()`Hugo Locurcio
2021-09-28Fix access to render target texture for XR interfacesBastiaan Olij
2021-08-23Scale color output in the mobile renderer to provide HDR supportBastiaan Olij
2021-08-19Improvements to SpotLight3D and OmniLight3D's shadowsjfons
2021-08-17Fixes to mobile rendererreduz
2021-08-15Fix read from screen and depth textureBastiaan Olij
2021-08-13Implemented raster versions of bokeh shaders to replace broken gaussian imple...Bastiaan Olij
2021-08-06Use subpasses to do 3D rendering and resolve in mobile rendererBastiaan Olij
2021-07-25Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragmentRémi Verschelde
2021-07-25Use fragment shader instead of compute shader for effects for mobile rendererBastiaan Olij
2021-07-19Implement more rendering options as specialization constantsreduz
2021-07-15Fixes to forward mobilereduz
2021-07-15Merge pull request #49678 from BastiaanOlij/mobile_renderer_select_color_formatJuan Linietsky