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Godot with FMOD integration
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Author
2021-08-10
Use f0 instead of albedo in blinn and phong
clayjohn
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
2021-07-25
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
2021-05-12
Implementing blit shader with versions
Bastiaan Olij
2021-05-11
Fixes missng 2D engine bits
reduz
2021-05-03
Assorted fixes to UV unwrapping and GPU lightmapper
jfons
2021-05-03
Create mobile renderer
Bastiaan Olij
2021-04-30
Implement Particle Trails
reduz
2021-04-21
Fix reflection probe
Bastiaan Olij
2021-04-17
Split particle shader entry points
reduz
2021-04-14
Refactor GLSL shader compilation
reduz
2021-04-09
Remove low_end option from renderer, being replaced by separate implementation
Bastiaan Olij
2021-03-31
As GLSLang seems to be all or nothing, added our own defines
Bastiaan Olij
2021-03-18
Changed SCsub for shaders to find shaders automatically and create dependenci...
Bastiaan Olij
2021-03-10
Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered so...
Bastiaan Olij
2021-02-18
Merge pull request #45326 from clayjohn/VULKAN-ign-shadows
Clay John
2021-02-17
Fix math error in blend shape application tolerance
Kayomn
2021-02-12
Merge pull request #45859 from Kayomn/master
Rémi Verschelde
2021-02-09
Accomodate blend shape ranges of -1 to +1
Kayomn
2021-02-07
Improve SDFGI indirect light feedback loop
reduz
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