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fixedFunction
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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gl
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Getting the GL side up-to-date to match.
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2018-10-06 17:50:15 -05:00 |
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lighting
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shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange
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2018-11-02 15:57:37 -05:00 |
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postFx
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Implementation of reflection and skylight probes.
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2018-09-16 22:15:07 -05:00 |
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ribbons
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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terrain
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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VolumetricFog
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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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water
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Implementation of reflection and skylight probes.
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2018-09-16 22:15:07 -05:00 |
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basicCloudsP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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basicCloudsV.hlsl
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removes w=z trick (was causing fisheye, effectively)
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2016-05-18 06:38:13 -05:00 |
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brdf.hlsl
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WIP shader work - not complete!
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2018-11-02 09:08:45 +10:00 |
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cloudLayerP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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cloudLayerV.hlsl
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removes w=z trick (was causing fisheye, effectively)
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2016-05-18 06:38:13 -05:00 |
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cubemapSaveP.hlsl
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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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cubemapSaveV.hlsl
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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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foliage.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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fxFoliageReplicatorP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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fxFoliageReplicatorV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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guiMaterialV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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hlslStructs.h
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Side by side rendering
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2013-04-09 15:19:18 -04:00 |
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hlslStructs.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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imposter.hlsl
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Full Template for ticket #1
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2012-09-19 11:54:25 -04:00 |
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lighting.hlsl
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shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange
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2018-11-02 15:57:37 -05:00 |
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particleCompositeP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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particleCompositeV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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particlesP.hlsl
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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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particlesV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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planarReflectBumpP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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planarReflectBumpV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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planarReflectP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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planarReflectV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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precipP.hlsl
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corrects corruption in precipitation class
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2016-06-23 11:44:17 -05:00 |
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precipV.hlsl
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corrects corruption in precipitation class
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2016-06-23 11:44:17 -05:00 |
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projectedShadowP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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projectedShadowV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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scatterSkyP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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scatterSkyV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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shaderModel.hlsl
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WIP shader work - not complete!
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2018-11-02 09:08:45 +10:00 |
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shaderModelAutoGen.hlsl
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WIP shader work - not complete!
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2018-11-02 09:08:45 +10:00 |
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shdrConsts.h
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Full Template for ticket #1
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2012-09-19 11:54:25 -04:00 |
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torque.hlsl
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WIP shader work - not complete!
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2018-11-02 09:08:45 +10:00 |
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wavesP.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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wavesV.hlsl
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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wind.hlsl
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Full Template for ticket #1
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2012-09-19 11:54:25 -04:00 |