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path: root/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
AgeCommit message (Expand)Author
2023-01-24Fix some SpotLight3D issues (clustering artifacts, light leak)Hendrik Brucker
2022-12-12Ensure that rim lighting uses a exponent base greater than zeroclayjohn
2022-12-02Allow black metallic materials to reflect IBLclayjohn
2022-09-12Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing ...clayjohn
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
2022-08-08Merge pull request #62547 from clayjohn/ref_vec_pbrRémi Verschelde
2022-08-07Add a shadow opacity property to Light3DHugo Locurcio
2022-07-31Treat specular less than 0.02 as occlusionclayjohn
2022-06-29Evaluate specular reflections using specular dominant direction instead of as...clayjohn
2022-06-17Introduce eye_offset for correcting stereoscopic reflectionsBastiaan Olij
2022-06-07Initial TAA implementationjfons
2022-03-14Fix D_GGX code which can cause divide-by-zero valsnowapril
2022-02-23Filament specular fix. Clamp dot product between normal and view vectors. Fix...Darryl Ryan
2022-02-22Use Filament specular models and parametrizationclayjohn
2022-02-09remove normal_to_panorama from spotlight projectorBartłomiej Dusak
2021-11-11Fix shader crashing when using `ALBEDO` or `ALPHA` in light functionYuri Roubinsky
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
2021-10-25Fix shadow disabling settingsjfons
2021-10-21Add Soft Very Low shadow quality mode for 3DHugo Locurcio
2021-10-11Fix shader crash on using METALLIC and ROUGHNESS built-ins in light funcYuri Roubinsky
2021-08-26Merge pull request #50883 from BastiaanOlij/mobile_hdrBastiaan Olij
2021-08-23Scale color output in the mobile renderer to provide HDR supportBastiaan Olij
2021-08-22Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke
2021-08-19Improvements to SpotLight3D and OmniLight3D's shadowsjfons
2021-08-13Merge pull request #51025 from reduz/fix-directional-shadow-biasRémi Verschelde
2021-08-10Use f0 instead of albedo in blinn and phongclayjohn
2021-08-09Make Blinn and Phong specular modes PBRclayjohn
2021-07-29Fix directional shadow biasreduz
2021-07-19Implement more rendering options as specialization constantsreduz
2021-07-12Use specialization constants in clustered rendererreduz
2021-07-05Fix Subsurface Scatteringreduz
2021-06-09Fix shader compilation with render_mode: `specular_phong`Yuri Roubinsky
2021-06-08Removes deleted OrenNayar mode from shaders and materialsYuri Roubinsky
2021-05-03Create mobile rendererBastiaan Olij