This website requires JavaScript.
Explore
Docs
Wiki
Blog
1.27.0+47-gce6c515cda
Register
Sign In
tinqs
/
engine
Watch
5
Star
0
Fork
0
You've already forked engine
Code
Agents
Pull Requests
Actions
Packages
Projects
Releases
Wiki
Activity
Issues
Files
b30b11b01276ec270c4ea8ba767f06f671be8f97
engine
/
servers
/
rendering
/
renderer_rd
/
shaders
T
History
Thaddeus Crews
3c1e479290
Merge pull request
#110077
from clayjohn/mobile-glow
...
Overhaul and optimize Glow in the mobile renderer
2025-10-31 09:23:32 -05:00
..
effects
Optimize glow and tonemap gather step in the mobile renderer
2025-10-30 21:56:26 -07:00
environment
Revise fog blending to fix over-darkening/borders.
2025-10-24 13:15:26 -07:00
forward_clustered
Revise fog blending to fix over-darkening/borders.
2025-10-24 13:15:26 -07:00
forward_mobile
Use half float precision buffer for 3D when HDR2D is enabled
2025-10-21 13:44:46 -07:00
blit.glsl
…
canvas_occlusion.glsl
…
canvas_sdf.glsl
…
canvas_uniforms_inc.glsl
…
canvas.glsl
Fix Light2D none shadow filter to use nearest sampling
2025-10-30 19:12:17 +02:00
cluster_data_inc.glsl
…
cluster_debug.glsl
…
cluster_render.glsl
…
cluster_store.glsl
…
decal_data_inc.glsl
…
giprobe_write.glsl
…
half_inc.glsl
…
light_data_inc.glsl
…
particles_copy.glsl
…
particles.glsl
…
samplers_inc.glsl
…
scene_data_inc.glsl
…
scene_forward_aa_inc.glsl
…
scene_forward_gi_inc.glsl
…
scene_forward_lights_inc.glsl
Use half float precision buffer for 3D when HDR2D is enabled
2025-10-21 13:44:46 -07:00
scene_forward_vertex_lights_inc.glsl
…
SCsub
…
skeleton.glsl
…