Torque3D/Templates/Full/game/shaders/common/lighting/advanced
2018-11-02 15:57:37 -05:00
..
gl reset ligtht outputs to output color*shadowing as oposed to baking shadowing into the alpha chan now that we're ignoring that for lights specifically (though we're still keeping the alpha chan arround for varying-IBL input blending purposes 2018-10-24 20:55:48 -05:00
brdfLookupP.hlsl Implementation of reflection and skylight probes. 2018-09-16 22:15:07 -05:00
convexGeometryV.hlsl Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
cubemapV.hlsl Implementation of reflection and skylight probes. 2018-09-16 22:15:07 -05:00
dbgColorBufferP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
dbgDepthVisualizeP.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
dbgGlowVisualizeP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
dbgLightColorVisualizeP.hlsl Does the prepass->deferred rename for the full template as well to make it play nice while we prep for the swap over to the BaseGame template. 2017-05-08 18:33:14 -05:00
dbgLightMapVisualizeP.hlsl Implementation of reflection and skylight probes. 2018-09-16 22:15:07 -05:00
dbgLightSpecularVisualizeP.hlsl Does the prepass->deferred rename for the full template as well to make it play nice while we prep for the swap over to the BaseGame template. 2017-05-08 18:33:14 -05:00
dbgMetalMapVisualizeP.hlsl Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
dbgNormalVisualizeP.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
dbgRoughMapVisualizeP.hlsl Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
dbgShadowVisualizeP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
dbgSpecMapVisualizeP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
deferredColorShaderP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
deferredShadingP.hlsl shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange 2018-11-02 15:57:37 -05:00
farFrustumQuad.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
farFrustumQuadV.hlsl Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
irradianceP.hlsl Implementation of reflection and skylight probes. 2018-09-16 22:15:07 -05:00
lightingUtils.hlsl Full Template for ticket #1 2012-09-19 11:54:25 -04:00
particlePointLightP.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
particlePointLightV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
pointLightP.hlsl reset ligtht outputs to output color*shadowing as oposed to baking shadowing into the alpha chan now that we're ignoring that for lights specifically (though we're still keeping the alpha chan arround for varying-IBL input blending purposes 2018-10-24 20:55:48 -05:00
prefilterP.hlsl Updates and fixes to probe and lighting logic. 2018-09-17 01:52:18 -05:00
probeShadingP.hlsl work on getting render bin ordering correct 2018-10-24 18:27:43 -05:00
reflectionProbeP.hlsl WIP shader work - not complete! 2018-11-02 09:08:45 +10:00
skylightP.hlsl shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange 2018-11-02 15:57:37 -05:00
softShadow.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
spotLightP.hlsl reset ligtht outputs to output color*shadowing as oposed to baking shadowing into the alpha chan now that we're ignoring that for lights specifically (though we're still keeping the alpha chan arround for varying-IBL input blending purposes 2018-10-24 20:55:48 -05:00
vectorLightP.hlsl shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange 2018-11-02 15:57:37 -05:00