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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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vectorlight ssao macro fix, z=w trick gl side for cloudlayer variants
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2018-12-09 19:48:18 -06:00 |
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lighting
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Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.
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2019-01-19 00:31:42 -06:00 |
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postFx
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add back in brightness and contrast controls, as well as the capacity to shut tonemapping off
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2018-11-12 22:54:00 -06:00 |
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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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put the z=w trick back for the cloud layer options. those parallaxing a bit is actually desireable (and fixes it rendering over everything else)
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2018-12-04 14:25:49 -06:00 |
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brdf.hlsl
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lighting single buffer
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2018-11-21 15:53:02 +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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put the z=w trick back for the cloud layer options. those parallaxing a bit is actually desireable (and fixes it rendering over everything else)
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2018-12-04 14:25:49 -06:00 |
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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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timmy merge work
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2018-11-28 17:51:52 +10:00 |
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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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adds a #define TORQUE_TEXCUBEARRAYLOD(tex,coords,id,lod) texture_##tex.SampleLevel(tex,float4(coords.xyz,id),lod) macro. puts everything in a compilable state
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2019-01-16 12:55:11 -06:00 |
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shaderModelAutoGen.hlsl
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lighting single buffer
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2018-11-21 15:53:02 +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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point light WIP & moved lighting position/direction to WS
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2018-11-14 20:58:47 +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 |