Torque3D/Templates/Full/game/shaders/common
2018-02-11 17:12:34 +00:00
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fixedFunction Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
gl Intel GL Fix 2017-07-05 14:45:00 +10:00
lighting 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
postFx PostFX.hlsl 2018-02-11 17:12:34 +00:00
ribbons Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
terrain Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
VolumetricFog 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
water 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
basicCloudsP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
basicCloudsV.hlsl removes w=z trick (was causing fisheye, effectively) 2016-05-18 06:38:13 -05:00
cloudLayerP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
cloudLayerV.hlsl removes w=z trick (was causing fisheye, effectively) 2016-05-18 06:38:13 -05:00
foliage.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
fxFoliageReplicatorP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
fxFoliageReplicatorV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
guiMaterialV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
hlslStructs.h Side by side rendering 2013-04-09 15:19:18 -04:00
hlslStructs.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
imposter.hlsl Full Template for ticket #1 2012-09-19 11:54:25 -04:00
lighting.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
particleCompositeP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
particleCompositeV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
particlesP.hlsl 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
particlesV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
planarReflectBumpP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
planarReflectBumpV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
planarReflectP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
planarReflectV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
precipP.hlsl corrects corruption in precipitation class 2016-06-23 11:44:17 -05:00
precipV.hlsl corrects corruption in precipitation class 2016-06-23 11:44:17 -05:00
projectedShadowP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
projectedShadowV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
scatterSkyP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
scatterSkyV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
shaderModel.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
shaderModelAutoGen.hlsl 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
shdrConsts.h Full Template for ticket #1 2012-09-19 11:54:25 -04:00
torque.hlsl [workaround] pinches parallax steps so the 0-1 range has minimal artifacting 2016-12-06 23:41:28 -06:00
wavesP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
wavesV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
wind.hlsl Full Template for ticket #1 2012-09-19 11:54:25 -04:00