Torque3D/Engine/source/lighting/advanced/glsl
Areloch 01f562b9e5 Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated
Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.
2019-10-03 23:46:53 -05:00
..
advancedLightingFeaturesGLSL.cpp Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right 2019-10-03 23:46:53 -05:00
advancedLightingFeaturesGLSL.h strip out unused pixspecular to cut down on sources of confusion 2019-05-05 20:10:14 -05:00
deferredShadingFeaturesGLSL.cpp nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries) 2019-04-29 19:40:22 -05:00
deferredShadingFeaturesGLSL.h Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
gBufferConditionerGLSL.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
gBufferConditionerGLSL.h Update GLSL Shadergen. Not used on DX9. 2014-04-17 18:39:13 +02:00