summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shaders/forward_clustered
AgeCommit message (Collapse)Author
2023-04-24Use MODELVIEW_MATRIX for vertex transform when double precision is enabledJoão Pedro Braz
This commit updates the double precision vertex transform code from using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead. This can be made possible by transforming the MODELVIEW_MATRIX back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX. With this in place we now properly handle VERTEX transformations that a Material Shader might do, such as billboard-ing. (cherry picked from commit 63c6f0b93ccc0f016b6b6ff7833c31371059a782)
2023-02-10Add render buffer support to screen space effectsBastiaan Olij
2023-02-01Expose EYE_OFFSET to gdshader codeBastiaan Olij
2023-01-26Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depthRémi Verschelde
Make screen texture and depth texture work in Multiview
2023-01-25Make screen texture and depth texture work in MultiviewBastiaan Olij
2023-01-23Merge pull request #71694 from clayjohn/VoxelGI-reflectionRémi Verschelde
Use proper space for forward GI reflections
2023-01-23Convert en_GB spelling to en_US with codespellRémi Verschelde
2023-01-22Fix DirectionalLight3D shadow opacity on Forward Mobile rendering backendHugo Locurcio
2023-01-19Use proper space for forward GI reflectionsclayjohn
2023-01-09Fix multiple issues that make the normal roughness texture unusableclayjohn
2022-12-03Merge pull request #69522 from clayjohn/IBL-black-metalRémi Verschelde
Allow black metallic materials to reflect IBL
2022-12-02Allow black metallic materials to reflect IBLclayjohn
2022-12-02Properly remap roughness when reading from radiance mapclayjohn
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-11-20Merge pull request #68830 from Ayush-singla27/issuebranchRémi Verschelde
fixed incorrect mesh normals in shaders
2022-11-19fixed incorrect mesh normals in shadersAyush Singla
2022-11-14Fix alpha hash by correcting typos and doing calculations in object spaceclayjohn
2022-10-31Merge pull request #67915 from RevoluPowered/fix-intel-macbook-crash-subgroupsRémi Verschelde
Ensure vulkan subgroups are disabled for MoltenVK
2022-10-27Fix ss_effects_flags uniform in clustered forward rendererclayjohn
This comes from an uncaught merge conflict resulting from the split of scene_data into scene_data and implementation_data
2022-10-27Merge pull request #66107 from devloglogan/ambient-light-disabled-fixClay John
Fix ambient_light_disabled render mode flag
2022-10-26Ensure vulkan subgroups are disabled for MoltenVKGordon MacPherson
We found they don't work on intel macbooks properly at all. Possible future solutions: - update to moltenvk. - update to spirv may resolve it.
2022-10-02Update Instance flags in shaders to match instance flags in engineclayjohn
2022-09-30Fix typos with codespellRémi Verschelde
Using codespell 2.3-dev from current git. And fix typo in `methods.py` for `vsproj=yes` option (still won't work though).
2022-09-30Merge pull request #66178 from clayjohn/double-precision-renderingRémi Verschelde
Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE
2022-09-26Make dependencies with shader includes in subfoldersBastiaan Olij
2022-09-20Emulate double precision for regular rendering operation.clayjohn
We calculate the lost precision on the CPU and pass it into the GPU so that it can calculate an error-corrected version of the vertex position
2022-09-19enabled ambient_light_disabled render mode flagLogan Lang
2022-09-15Extract shared scene data into a separate classBastiaan Olij