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Godot with FMOD integration
RayHammer
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2021-08-26
Merge pull request #50883 from BastiaanOlij/mobile_hdr
Bastiaan Olij
2021-08-23
Merge pull request #51971 from aaronfranke/https
Max Hilbrunner
2021-08-23
Scale color output in the mobile renderer to provide HDR support
Bastiaan Olij
2021-08-23
Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap
Bastiaan Olij
2021-08-22
Replace HTTP links with HTTPS for sites with HTTPS versions
Aaron Franke
2021-08-22
Fixed non-uniform scaling of normals
Duarte David
2021-08-22
Fix multiview defines in tonemap shader
Bastiaan Olij
2021-08-19
Improvements to SpotLight3D and OmniLight3D's shadows
jfons
2021-08-18
More fixes to mobile renderer
reduz
2021-08-16
Merge pull request #51635 from reduz/further-mobile-optimizations
Juan Linietsky
2021-08-14
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
Rémi Verschelde
2021-08-13
More optimizations on the mobile renderer.
reduz
2021-08-13
Merge pull request #51025 from reduz/fix-directional-shadow-bias
Rémi Verschelde
2021-08-13
Implemented raster versions of bokeh shaders to replace broken gaussian imple...
Bastiaan Olij
2021-08-11
Merge pull request #51486 from reduz/fixes-to-mobile-renderer
Rémi Verschelde
2021-08-10
Use f0 instead of albedo in blinn and phong
clayjohn
2021-08-10
Fixes and optimizations to mobile renderer
reduz
2021-08-10
Merge pull request #51411 from clayjohn/VULKAN-blinn-phong
Rémi Verschelde
2021-08-10
Merge pull request #51436 from Calinou/tonemap-clamp-negative-colors
Rémi Verschelde
2021-08-10
Merge pull request #51417 from clayjohn/Vulkan-horizon-so
Rémi Verschelde
2021-08-09
Make Blinn and Phong specular modes PBR
clayjohn
2021-08-09
Clamp negative colors regardless of the tonemapper to avoid artifacts
Hugo Locurcio
2021-08-09
Merge pull request #51155 from Chaosus/shader_fix_specular_mode
Rémi Verschelde
2021-08-08
Add horizon specular occlusion
clayjohn
2021-08-06
Use subpasses to do 3D rendering and resolve in mobile renderer
Bastiaan Olij
2021-08-06
Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`)
Yuri Roubinsky
2021-08-01
Porting cubemap compute shaders to raster for the mobile renderer
Bastiaan Olij
2021-07-29
Fix directional shadow bias
reduz
2021-07-25
Fix various typos
luz paz
2021-07-25
Merge pull request #50250 from luzpaz/typos
Rémi Verschelde
2021-07-25
Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragment
Rémi Verschelde
2021-07-25
Fix various typos with codespell
luz paz
2021-07-25
Use fragment shader instead of compute shader for effects for mobile renderer
Bastiaan Olij
2021-07-19
Implement more rendering options as specialization constants
reduz
2021-07-15
Fixes to forward mobile
reduz
2021-07-12
Use specialization constants in clustered renderer
reduz
2021-07-05
Fix Subsurface Scattering
reduz
2021-07-03
Fix SSR
reduz
2021-07-01
Clean up RenderingServer and its bindings
reduz
2021-06-29
Fix non uniform scaling in 3D objects
reduz
2021-06-23
Fixes Mesh2D drawn without modulation
Gilles Roudière
2021-06-15
Fix typo in CUSTOM_IRRADIANCE calculations
Kodi
2021-06-13
Add stereoscopic rendering through multiview
Bastiaan Olij
2021-06-12
Make shader compiler again after roughness limiter fix
reduz
2021-06-12
Fix roughness limiter derivative
clayjohn
2021-06-09
Fix shader compilation with render_mode: `specular_phong`
Yuri Roubinsky
2021-06-08
Removes deleted OrenNayar mode from shaders and materials
Yuri Roubinsky
2021-06-05
Rename GI Classes
reduz
2021-05-23
Support for 2D particles to collide against SDF
reduz
2021-05-20
Fix typos with codespell
Rémi Verschelde
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