Torque3D/Templates/Full/game/shaders/common
Areloch 8f94d09e6e Begun hook-in of skylight into array
Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work)
Hid irrelevent fields from given probe types.
Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
2019-03-02 04:48:07 -06:00
..
fixedFunction Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
gl vectorlight ssao macro fix, z=w trick gl side for cloudlayer variants 2018-12-09 19:48:18 -06:00
lighting Begun hook-in of skylight into array 2019-03-02 04:48:07 -06:00
postFx add back in brightness and contrast controls, as well as the capacity to shut tonemapping off 2018-11-12 22:54:00 -06:00
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 reflection and skylight probes. 2018-09-16 22:15:07 -05:00
basicCloudsP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
basicCloudsV.hlsl put the z=w trick back for the cloud layer options. those parallaxing a bit is actually desireable (and fixes it rendering over everything else) 2018-12-04 14:25:49 -06:00
brdf.hlsl lighting single buffer 2018-11-21 15:53:02 +10:00
cloudLayerP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
cloudLayerV.hlsl put the z=w trick back for the cloud layer options. those parallaxing a bit is actually desireable (and fixes it rendering over everything else) 2018-12-04 14:25:49 -06:00
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 Shift back to the seb methodology, but keep the probe struct for cleaner and easier to read code 2019-02-25 01:08:23 -06:00
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 adds a #define TORQUE_TEXCUBEARRAYLOD(tex,coords,id,lod) texture_##tex.SampleLevel(tex,float4(coords.xyz,id),lod) macro. puts everything in a compilable state 2019-01-16 12:55:11 -06:00
shaderModelAutoGen.hlsl lighting single buffer 2018-11-21 15:53:02 +10:00
shdrConsts.h Full Template for ticket #1 2012-09-19 11:54:25 -04:00
torque.hlsl point light WIP & moved lighting position/direction to WS 2018-11-14 20:58:47 +10:00
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