Torque3D/Engine/source/lighting/advanced/glsl
Areloch b19a4b22c8 Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
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advancedLightingFeaturesGLSL.cpp Implementation of reflection and skylight probes. 2018-09-16 22:15:07 -05:00
advancedLightingFeaturesGLSL.h Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 2017-04-11 00:23:14 -05:00
deferredShadingFeaturesGLSL.cpp Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
deferredShadingFeaturesGLSL.h Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
gBufferConditionerGLSL.cpp Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
gBufferConditionerGLSL.h Update GLSL Shadergen. Not used on DX9. 2014-04-17 18:39:13 +02:00