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gl
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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
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2018-10-24 20:55:48 -05:00 |
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brdfLookupP.hlsl
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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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convexGeometryV.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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cubemapV.hlsl
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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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dbgColorBufferP.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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dbgDepthVisualizeP.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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dbgGlowVisualizeP.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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dbgLightColorVisualizeP.hlsl
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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.
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2017-05-08 18:33:14 -05:00 |
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dbgLightMapVisualizeP.hlsl
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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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dbgLightSpecularVisualizeP.hlsl
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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.
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2017-05-08 18:33:14 -05:00 |
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dbgMetalMapVisualizeP.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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dbgNormalVisualizeP.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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dbgRoughMapVisualizeP.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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dbgShadowVisualizeP.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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dbgSpecMapVisualizeP.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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deferredColorShaderP.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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deferredShadingP.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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farFrustumQuad.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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farFrustumQuadV.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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irradianceP.hlsl
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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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lightingUtils.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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particlePointLightP.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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particlePointLightV.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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pointLightP.hlsl
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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
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2018-10-24 20:55:48 -05:00 |
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prefilterP.hlsl
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Updates and fixes to probe and lighting logic.
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2018-09-17 01:52:18 -05:00 |
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probeShadingP.hlsl
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work on getting render bin ordering correct
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2018-10-24 18:27:43 -05:00 |
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reflectionProbeP.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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skylightP.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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softShadow.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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spotLightP.hlsl
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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
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2018-10-24 20:55:48 -05:00 |
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vectorLightP.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 |