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the basic articulable principle is the thicker and less translucent a given object is, the more it mimics standard solid objects. the more transparent, the less light bounces back since it continues on uninterrupted, casuing less backscatter. |
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| .. | ||
| accuFeatureHLSL.cpp | ||
| accuFeatureHLSL.h | ||
| bumpHLSL.cpp | ||
| bumpHLSL.h | ||
| customFeatureHLSL.cpp | ||
| customFeatureHLSL.h | ||
| debugVizFeatureHLSL.cpp | ||
| debugVizFeatureHLSL.h | ||
| depthHLSL.cpp | ||
| depthHLSL.h | ||
| paraboloidHLSL.cpp | ||
| paraboloidHLSL.h | ||
| shaderCompHLSL.cpp | ||
| shaderCompHLSL.h | ||
| shaderFeatureHLSL.cpp | ||
| shaderFeatureHLSL.h | ||
| shaderGenHLSL.cpp | ||
| shaderGenHLSL.h | ||
| shaderGenHLSLInit.cpp | ||