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fixedFunction
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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gl
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Intel GL Fix
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2017-07-05 14:45:00 +10:00 |
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lighting
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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
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2017-06-23 11:36:20 -05:00 |
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postFx
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PostFX.hlsl
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2018-02-11 17:12:34 +00:00 |
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ribbons
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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terrain
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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VolumetricFog
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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
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2017-06-23 11:36:20 -05:00 |
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water
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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
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2017-06-23 11:36:20 -05:00 |
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basicCloudsP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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basicCloudsV.hlsl
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removes w=z trick (was causing fisheye, effectively)
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2016-05-18 06:38:13 -05:00 |
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cloudLayerP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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cloudLayerV.hlsl
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removes w=z trick (was causing fisheye, effectively)
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2016-05-18 06:38:13 -05:00 |
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foliage.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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fxFoliageReplicatorP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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fxFoliageReplicatorV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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guiMaterialV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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hlslStructs.h
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Side by side rendering
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2013-04-09 15:19:18 -04:00 |
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hlslStructs.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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imposter.hlsl
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Full Template for ticket #1
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2012-09-19 11:54:25 -04:00 |
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lighting.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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particleCompositeP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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particleCompositeV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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particlesP.hlsl
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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
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2017-06-23 11:36:20 -05:00 |
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particlesV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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planarReflectBumpP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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planarReflectBumpV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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planarReflectP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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planarReflectV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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precipP.hlsl
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corrects corruption in precipitation class
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2016-06-23 11:44:17 -05:00 |
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precipV.hlsl
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corrects corruption in precipitation class
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2016-06-23 11:44:17 -05:00 |
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projectedShadowP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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projectedShadowV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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scatterSkyP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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scatterSkyV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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shaderModel.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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shaderModelAutoGen.hlsl
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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
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2017-06-23 11:36:20 -05:00 |
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shdrConsts.h
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Full Template for ticket #1
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2012-09-19 11:54:25 -04:00 |
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torque.hlsl
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[workaround] pinches parallax steps so the 0-1 range has minimal artifacting
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2016-12-06 23:41:28 -06:00 |
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wavesP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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wavesV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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wind.hlsl
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Full Template for ticket #1
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2012-09-19 11:54:25 -04:00 |