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path: root/servers/rendering/renderer_rd/shaders
AgeCommit message (Expand)Author
2021-08-26Merge pull request #50883 from BastiaanOlij/mobile_hdrBastiaan Olij
2021-08-25Remove leftovers of anisotropy in the VoxelGI shader codeHugo Locurcio
2021-08-23Merge pull request #51971 from aaronfranke/httpsMax Hilbrunner
2021-08-23Scale color output in the mobile renderer to provide HDR supportBastiaan Olij
2021-08-23Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemapBastiaan Olij
2021-08-22Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke
2021-08-22Fixed non-uniform scaling of normalsDuarte David
2021-08-22Fix multiview defines in tonemap shaderBastiaan Olij
2021-08-20Compute horizon so threshold before transformationclayjohn
2021-08-19Improvements to SpotLight3D and OmniLight3D's shadowsjfons
2021-08-18More fixes to mobile rendererreduz
2021-08-16Merge pull request #51635 from reduz/further-mobile-optimizationsJuan Linietsky
2021-08-14Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_rasterRémi Verschelde
2021-08-13More optimizations on the mobile renderer.reduz
2021-08-13Merge pull request #51025 from reduz/fix-directional-shadow-biasRémi Verschelde
2021-08-13Implemented raster versions of bokeh shaders to replace broken gaussian imple...Bastiaan Olij
2021-08-11Merge pull request #51486 from reduz/fixes-to-mobile-rendererRémi Verschelde
2021-08-10Use f0 instead of albedo in blinn and phongclayjohn
2021-08-10Fixes and optimizations to mobile rendererreduz
2021-08-10Merge pull request #51411 from clayjohn/VULKAN-blinn-phongRémi Verschelde
2021-08-10Merge pull request #51436 from Calinou/tonemap-clamp-negative-colorsRémi Verschelde
2021-08-10Merge pull request #51417 from clayjohn/Vulkan-horizon-soRémi Verschelde
2021-08-09Make Blinn and Phong specular modes PBRclayjohn
2021-08-09Clamp negative colors regardless of the tonemapper to avoid artifactsHugo Locurcio
2021-08-09Merge pull request #51155 from Chaosus/shader_fix_specular_modeRémi Verschelde
2021-08-08Add horizon specular occlusionclayjohn
2021-08-06Use subpasses to do 3D rendering and resolve in mobile rendererBastiaan Olij
2021-08-06Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`)Yuri Roubinsky
2021-08-01Porting cubemap compute shaders to raster for the mobile rendererBastiaan Olij
2021-07-29Fix directional shadow biasreduz
2021-07-25Fix various typosluz paz
2021-07-25Merge pull request #50250 from luzpaz/typosRémi Verschelde
2021-07-25Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragmentRémi Verschelde
2021-07-25Fix various typos with codespellluz paz
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
2021-07-12Use specialization constants in clustered rendererreduz
2021-07-05Fix Subsurface Scatteringreduz
2021-07-03Fix SSRreduz
2021-07-01Clean up RenderingServer and its bindingsreduz
2021-06-29Fix non uniform scaling in 3D objectsreduz
2021-06-23Fixes Mesh2D drawn without modulationGilles Roudière
2021-06-15Fix typo in CUSTOM_IRRADIANCE calculationsKodi
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-12Make shader compiler again after roughness limiter fixreduz
2021-06-12Fix roughness limiter derivativeclayjohn
2021-06-09Fix shader compilation with render_mode: `specular_phong`Yuri Roubinsky
2021-06-08Removes deleted OrenNayar mode from shaders and materialsYuri Roubinsky
2021-06-05Rename GI Classesreduz