Torque3D/Engine/source/lighting/advanced/hlsl
Azaezel 9472bfd3ca addresses https://github.com/GarageGames/Torque3D/issues/1537 via the following:
908be4818f/Engine/source/materials/materialDefinition.cpp (L261) denotes power as sharpness, reflected in the size/falloff of a highlight halo *

908be4818f/Engine/source/materials/materialDefinition.cpp (L264) denotes strength as overall brightness of highlights. **

*and sharpness of reflection if using a cubemap.
**  reflected in cubemapped objects as also degree of 'reflection' vs diffuse/albedo coloration.
2016-03-01 20:25:52 -06:00
..
advancedLightingFeaturesHLSL.cpp The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 2016-02-16 02:50:49 -06:00
advancedLightingFeaturesHLSL.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
deferredShadingFeaturesHLSL.cpp addresses https://github.com/GarageGames/Torque3D/issues/1537 via the following: 2016-03-01 20:25:52 -06:00
deferredShadingFeaturesHLSL.h engine: 2016-02-16 02:23:23 -06:00
gBufferConditionerHLSL.cpp The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 2016-02-16 02:50:49 -06:00
gBufferConditionerHLSL.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00