clayjohn c684d65c64 Use transformed roughness instead of raw roughness to calculate roughness fade in SSR hai 6 meses
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fsr2 cc4d39b0c1 Acyclic Command Graph for RenderingDevice. hai 1 ano
SCsub 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support. hai 1 ano
blur_raster.glsl 6e7d87fb25 Use fullscreen tri instead of quad hai 1 ano
blur_raster_inc.glsl 385ee5c70b Implement Physical Light Units as an optional setting. %!s(int64=2) %!d(string=hai) anos
bokeh_dof.glsl d950f5f838 Use Reverse Z for the depth buffer hai 10 meses
bokeh_dof_inc.glsl 385ee5c70b Implement Physical Light Units as an optional setting. %!s(int64=2) %!d(string=hai) anos
bokeh_dof_raster.glsl 78ede4f8b6 Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx hai 7 meses
copy.glsl de42258154 Optimizing glow behaviour hai 1 ano
copy_to_fb.glsl 226ca2f04c Fix issue with copy shader not working in multiview hai 10 meses
cube_to_dp.glsl d950f5f838 Use Reverse Z for the depth buffer hai 10 meses
cubemap_downsampler.glsl 6224b00365 Moved cube_to_dp and cubemap logic into CopyEffects %!s(int64=2) %!d(string=hai) anos
cubemap_downsampler_inc.glsl 6224b00365 Moved cube_to_dp and cubemap logic into CopyEffects %!s(int64=2) %!d(string=hai) anos
cubemap_downsampler_raster.glsl e3b8af723e Fix cubemap downsampler logic hai 1 ano
cubemap_filter.glsl 6224b00365 Moved cube_to_dp and cubemap logic into CopyEffects %!s(int64=2) %!d(string=hai) anos
cubemap_filter_raster.glsl 6e7d87fb25 Use fullscreen tri instead of quad hai 1 ano
cubemap_roughness.glsl 6224b00365 Moved cube_to_dp and cubemap logic into CopyEffects %!s(int64=2) %!d(string=hai) anos
cubemap_roughness_inc.glsl b2b89d7294 Properly remap roughness when reading from radiance map %!s(int64=2) %!d(string=hai) anos
cubemap_roughness_raster.glsl 6e7d87fb25 Use fullscreen tri instead of quad hai 1 ano
fsr_upscale.glsl d95794ec8a One Copyright Update to rule them all %!s(int64=2) %!d(string=hai) anos
luminance_reduce.glsl 9b549231e4 Move luminance effect into its own class and use new buffers system %!s(int64=2) %!d(string=hai) anos
luminance_reduce_raster.glsl 6e7d87fb25 Use fullscreen tri instead of quad hai 1 ano
luminance_reduce_raster_inc.glsl 9b549231e4 Move luminance effect into its own class and use new buffers system %!s(int64=2) %!d(string=hai) anos
motion_vector_inc.glsl 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support. hai 1 ano
motion_vectors.glsl 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support. hai 1 ano
resolve.glsl 997810e417 Split GI effects and fix stereoscopic rendering of GI effects %!s(int64=2) %!d(string=hai) anos
roughness_limiter.glsl a8ec72cf94 Move roughness limiter and sort into their own classes hai 1 ano
screen_space_reflection.glsl c684d65c64 Use transformed roughness instead of raw roughness to calculate roughness fade in SSR hai 5 meses
screen_space_reflection_filter.glsl eefcb5ed67 Move screen space effects into a separate class %!s(int64=2) %!d(string=hai) anos
screen_space_reflection_inc.glsl 56ed2cb6d1 Fix SSR orientation issues when using orthogonal camera hai 7 meses
screen_space_reflection_scale.glsl d950f5f838 Use Reverse Z for the depth buffer hai 10 meses
shadow_frustum.glsl d9eb9665da Draw frustum splices ontop of direction shadow atlas for debug purposes hai 1 ano
sort.glsl a8ec72cf94 Move roughness limiter and sort into their own classes hai 1 ano
specular_merge.glsl 10a8b88165 Fix SSR not working properly in stereo hai 1 ano
ss_effects_downsample.glsl e0f736ec10 Properly linearize depth buffer for SSAO when using orthogonal camera hai 7 meses
ssao.glsl 43cf21cb71 Use best fit normals for storing screen space normals hai 1 ano
ssao_blur.glsl eefcb5ed67 Move screen space effects into a separate class %!s(int64=2) %!d(string=hai) anos
ssao_importance_map.glsl 5b1df48c6c Convert en_GB spelling to en_US with codespell %!s(int64=2) %!d(string=hai) anos
ssao_interleave.glsl 5b1df48c6c Convert en_GB spelling to en_US with codespell %!s(int64=2) %!d(string=hai) anos
ssil.glsl 43cf21cb71 Use best fit normals for storing screen space normals hai 1 ano
ssil_blur.glsl 5b1df48c6c Convert en_GB spelling to en_US with codespell %!s(int64=2) %!d(string=hai) anos
ssil_importance_map.glsl 5b1df48c6c Convert en_GB spelling to en_US with codespell %!s(int64=2) %!d(string=hai) anos
ssil_interleave.glsl 5b1df48c6c Convert en_GB spelling to en_US with codespell %!s(int64=2) %!d(string=hai) anos
subsurface_scattering.glsl 2cd84be64d Extracting render buffers and changing it to a more generic solution %!s(int64=2) %!d(string=hai) anos
taa_resolve.glsl f14c944c21 Flip convention of motion vector to point from current pixel to the previous pixel. hai 1 ano
tonemap.glsl 78ede4f8b6 Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx hai 7 meses
vrs.glsl 4b070e8031 Fix various typos with codespell hai 9 meses