..
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