..
baseMaterialDefinition.h
adds alphatest shadows for translucent objects
2020-03-01 10:47:25 -06:00
baseMatInstance.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
baseMatInstance.h
Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
2019-05-17 01:48:45 -05:00
customMaterialDefinition.cpp
Fix preprocessor directive
2015-02-25 21:12:01 +01:00
customMaterialDefinition.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
customShaderBindingData.h
uninitialized variables-materials
2020-05-11 15:59:22 -05:00
materialDefinition.cpp
Reworks the terrain loader code to work with the assets.
2020-06-25 23:33:01 -05:00
materialDefinition.h
Reworks the terrain loader code to work with the assets.
2020-06-25 23:33:01 -05:00
materialFeatureData.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
materialFeatureData.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
materialFeatureTypes.cpp
from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog
2020-07-14 14:08:12 -05:00
materialFeatureTypes.h
from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog
2020-07-14 14:08:12 -05:00
materialList.cpp
Updated Assimp
2020-03-19 09:47:38 -05:00
materialList.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
materialManager.cpp
Adds function to get material definition by mapTo usage
2020-08-24 04:41:17 -05:00
materialManager.h
Adds function to get material definition by mapTo usage
2020-08-24 04:41:17 -05:00
materialParameters.h
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
matInstance.cpp
Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
2019-05-17 01:48:45 -05:00
matInstance.h
Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
2019-05-17 01:48:45 -05:00
matInstanceHook.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
matInstanceHook.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
matStateHint.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
matStateHint.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
matTextureTarget.cpp
Reordering initialization methods #1912
2017-04-19 14:02:45 -04:00
matTextureTarget.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
miscShdrDat.h
Hardware Skinning Support
2016-08-21 01:43:30 +01:00
processedCustomMaterial.cpp
Removes current implement of shadow caching
2019-12-13 01:14:03 -06:00
processedCustomMaterial.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
processedFFMaterial.cpp
strip out unused pixspecular to cut down on sources of confusion
2019-05-05 20:10:14 -05:00
processedFFMaterial.h
Initial implementation of Custom Shader Features
2019-05-17 01:20:19 -05:00
processedMaterial.cpp
Updated Assimp
2020-03-19 09:47:38 -05:00
processedMaterial.h
Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
2019-05-17 01:48:45 -05:00
processedShaderMaterial.cpp
from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog
2020-07-14 14:08:12 -05:00
processedShaderMaterial.h
preliminary glowmap+glowmul feature augmentation math
2019-10-30 18:29:11 -05:00
sceneData.h
Initial implementation of Custom Shader Features
2019-05-17 01:20:19 -05:00
shaderData.cpp
shader hooks and gen cleanups
2018-03-13 18:07:58 -05:00
shaderData.h
Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files.
2014-11-08 17:50:37 +01:00
shaderMaterialParameters.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
shaderMaterialParameters.h
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