Torque3D/Templates/Full/game/shaders/common/lighting/advanced
Azaezel 255242db41 Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-26 01:06:59 -05:00
..
gl Probe Array WIP 2019-01-07 20:34:19 -06:00
convexGeometryV.hlsl Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
cubemapV.hlsl Implementation of reflection and skylight probes. 2018-09-16 22:15:07 -05:00
dbgColorBufferP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
dbgDepthVisualizeP.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
dbgGlowVisualizeP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
dbgLightMapVisualizeP.hlsl Implementation of reflection and skylight probes. 2018-09-16 22:15:07 -05:00
dbgMetalMapVisualizeP.hlsl Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
dbgNormalVisualizeP.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
dbgRoughMapVisualizeP.hlsl Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
dbgShadowVisualizeP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
dbgSpecMapVisualizeP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
deferredColorShaderP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
farFrustumQuad.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
farFrustumQuadV.hlsl Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
irradianceP.hlsl Implementation of reflection and skylight probes. 2018-09-16 22:15:07 -05:00
particlePointLightP.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
particlePointLightV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
pointLightP.hlsl lighting shader fixes 2018-11-28 20:01:35 +10:00
prefilterP.hlsl Updates and fixes to probe and lighting logic. 2018-09-17 01:52:18 -05:00
reflectionProbeArrayP.hlsl Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP 2019-03-26 01:06:59 -05:00
softShadow.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
spotLightP.hlsl lighting shader fixes 2018-11-28 20:01:35 +10:00
vectorLightP.hlsl simplification 2018-11-29 18:19:27 -06:00