Torque3D/Engine/source/shaderGen/GLSL
JeffR c1a88ec423 Complied connect var data in GL to D3D for the wsPosition
Made the use of ints for the cubemapIdx in the shaders consistent
2022-02-12 17:32:30 -06:00
..
accuFeatureGLSL.cpp be clear where we're referencing gbuffer render targets 2021-08-28 17:21:45 -05:00
accuFeatureGLSL.h
bumpGLSL.cpp be clear where we're referencing gbuffer render targets 2021-08-28 17:21:45 -05:00
bumpGLSL.h
customFeatureGLSL.cpp initial port of the new interpreter 2021-03-30 19:33:19 -04:00
customFeatureGLSL.h initial port of the new interpreter 2021-03-30 19:33:19 -04:00
debugVizFeatureGLSL.cpp be clear where we're referencing gbuffer render targets 2021-08-28 17:21:45 -05:00
debugVizFeatureGLSL.h Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging. 2019-11-21 00:48:55 -06:00
depthGLSL.cpp Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
depthGLSL.h
paraboloidGLSL.cpp
paraboloidGLSL.h
shaderCompGLSL.cpp Convert dStrcmp to String::compare for more cases 2020-10-04 00:00:01 +02:00
shaderCompGLSL.h
shaderFeatureGLSL.cpp Complied connect var data in GL to D3D for the wsPosition 2022-02-12 17:32:30 -06:00
shaderFeatureGLSL.h add getInWorldNormal method glsl side 2021-10-03 21:51:40 -05:00
shaderGenGLSL.cpp Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. 2017-07-24 00:40:27 -05:00
shaderGenGLSL.h engine: 2016-02-16 02:23:23 -06:00
shaderGenGLSLInit.cpp shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00