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gl
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gl conversionwork - forward lit variant. do note, crashs with
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2019-04-28 06:24:19 -05:00 |
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convexGeometryV.hlsl
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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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cubemapV.hlsl
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Implementation of reflection and skylight probes.
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2018-09-16 22:15:07 -05:00 |
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dbgColorBufferP.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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dbgDepthVisualizeP.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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dbgGlowVisualizeP.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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dbgLightMapVisualizeP.hlsl
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Implementation of reflection and skylight probes.
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2018-09-16 22:15:07 -05:00 |
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dbgMetalMapVisualizeP.hlsl
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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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dbgNormalVisualizeP.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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dbgRoughMapVisualizeP.hlsl
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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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dbgShadowVisualizeP.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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dbgSpecMapVisualizeP.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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deferredColorShaderP.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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farFrustumQuad.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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farFrustumQuadV.hlsl
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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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irradianceP.hlsl
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Implementation of reflection and skylight probes.
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2018-09-16 22:15:07 -05:00 |
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particlePointLightP.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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particlePointLightV.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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pointLightP.hlsl
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lighting shader fixes
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2018-11-28 20:01:35 +10:00 |
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prefilterP.hlsl
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Updates and fixes to probe and lighting logic.
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2018-09-17 01:52:18 -05:00 |
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reflectionProbeArrayP.hlsl
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invert surface.NdotV contribution for brdf texture lookup in keeping with authoring tool outputs
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2019-05-05 20:09:35 -05:00 |
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softShadow.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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spotLightP.hlsl
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lighting shader fixes
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2018-11-28 20:01:35 +10:00 |
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vectorLightP.hlsl
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simplification
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2018-11-29 18:19:27 -06:00 |