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baseMaterialDefinition.h
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shadow caching
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2015-10-13 18:12:19 -05:00 |
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baseMatInstance.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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baseMatInstance.h
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Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
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2019-05-17 01:48:45 -05:00 |
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customMaterialDefinition.cpp
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Fix preprocessor directive
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2015-02-25 21:12:01 +01:00 |
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customMaterialDefinition.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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customShaderBindingData.h
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Initial implementation of Custom Shader Features
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2019-05-17 01:20:19 -05:00 |
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materialDefinition.cpp
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preliminary glowmap+glowmul feature augmentation math
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2019-10-30 18:29:11 -05:00 |
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materialDefinition.h
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more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though...
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2019-10-22 15:11:39 -05:00 |
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materialFeatureData.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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materialFeatureData.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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materialFeatureTypes.cpp
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needed mft_pbrconfigmap or _convifgvars and _matinfocflags set to default=true to trip the forward lit side,
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2019-10-29 22:11:59 -05:00 |
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materialFeatureTypes.h
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more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature
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2019-10-23 20:38:13 -05:00 |
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materialList.cpp
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remap-txr-tags -- runtime reassignment of texture tag names. (Useful for splitting up tags with the same name in order to map different materials to them.)
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2017-07-27 00:15:01 +01:00 |
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materialList.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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materialManager.cpp
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Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
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2019-05-17 01:48:45 -05:00 |
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materialManager.h
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Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
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2019-05-17 01:48:45 -05:00 |
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materialParameters.h
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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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matInstance.cpp
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Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
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2019-05-17 01:48:45 -05:00 |
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matInstance.h
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Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
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2019-05-17 01:48:45 -05:00 |
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matInstanceHook.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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matInstanceHook.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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matStateHint.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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matStateHint.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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matTextureTarget.cpp
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Reordering initialization methods #1912
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2017-04-19 14:02:45 -04:00 |
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matTextureTarget.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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miscShdrDat.h
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Hardware Skinning Support
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2016-08-21 01:43:30 +01:00 |
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processedCustomMaterial.cpp
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Added ability to pass ints to post effect shader consts
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2019-06-13 00:37:12 -05:00 |
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processedCustomMaterial.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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processedFFMaterial.cpp
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strip out unused pixspecular to cut down on sources of confusion
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2019-05-05 20:10:14 -05:00 |
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processedFFMaterial.h
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Initial implementation of Custom Shader Features
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2019-05-17 01:20:19 -05:00 |
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processedMaterial.cpp
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more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature
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2019-10-23 20:38:13 -05:00 |
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processedMaterial.h
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Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
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2019-05-17 01:48:45 -05:00 |
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processedShaderMaterial.cpp
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preliminary glowmap+glowmul feature augmentation math
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2019-10-30 18:29:11 -05:00 |
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processedShaderMaterial.h
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preliminary glowmap+glowmul feature augmentation math
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2019-10-30 18:29:11 -05:00 |
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sceneData.h
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Initial implementation of Custom Shader Features
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2019-05-17 01:20:19 -05:00 |
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shaderData.cpp
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shader hooks and gen cleanups
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2018-03-13 18:07:58 -05:00 |
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shaderData.h
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Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files.
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2014-11-08 17:50:37 +01:00 |
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shaderMaterialParameters.cpp
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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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shaderMaterialParameters.h
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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 |