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master
GraphicAlgorithm
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  • 540 issues
  • 2 pull requests
  • 549 files
  • 1 active branch

CodeFactor Rating B+

  • {{format.Name}}
Grade
Name
Complexity
Churn
Issues
A
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination\GBufferPass.h
0 1 -
A
027_FidelityFX Super Resolution\EASUPass.cpp
5 6 -
A
003_Stochastic Light Culling\Sponza.cpp
4 1 -
A
027_FidelityFX Super Resolution\RCASPass.cpp
4 3 2
A
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination\GeometryInjectPass.h
0 1 2
A
027_FidelityFX Super Resolution\ScreenQuadPass.cpp
10 2 1
A
007_Tile Shading\ScreenQuadPass.cpp
4 1 -
A
027_FidelityFX Super Resolution\main.cpp
1 5 -
A
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination\IndirectLightPass.h
0 1 -
A
028_Mobile Friendly FSR\EASUPass.h
0 1 2
A
002_Non-interleaved Deferred Shading of Interleaved Sample\ScreenQuadPass.h
0 1 2
A
019_A Survey of Efficient Representations for Independent Unit Vectors\main.cpp
1 1 -
A
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines\LightSource.h
1 1 2
A
020_Real-time Approximation to Large Convolution Kernel\NonuniformBlurPass.cpp
5 1 1
A
020_Real-time Approximation to Large Convolution Kernel\NonuniformBlurPass.h
0 1 2
A
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination\LightCamera.h
0 1 2
A
.github\workflows\snorkell-auto-documentation.yml
1 -
A
001_Reflective shadow map\HalfCornelBox.h
0 1 2
A
001_Reflective shadow map\RSMBufferPass.h
0 1 -
A
002_Non-interleaved Deferred Shading of Interleaved Sample\EgdeDetectionPass.cpp
16 1 -
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