Torque3D/Templates/Full/game/shaders/common/lighting/advanced
2019-01-19 00:31:42 -06:00
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gl Probe Array WIP 2019-01-07 20:34:19 -06:00
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
dbgLightMapVisualizeP.hlsl Implementation of reflection and skylight probes. 2018-09-16 22:15:07 -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
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
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 lighting shader fixes 2018-11-28 20:01:35 +10:00
prefilterP.hlsl Updates and fixes to probe and lighting logic. 2018-09-17 01:52:18 -05:00
reflectionProbeArrayP.hlsl 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. 2019-01-19 00:31:42 -06:00
reflectionProbeArrayV.hlsl 'frontend' wipwork for the probe array. takes up to 50 probes, calcs a weighted blend, and displays them all in a batch. 2019-01-14 16:31:26 -06:00
reflectionProbeP.hlsl skylights do actually have a position. 0,0,0. so we can include those without messing with things. and we'll want to sum/count for blending purposes down the line. not render over each other 2019-01-08 11:16:05 -06:00
skylightP.hlsl timmy merge work 2018-11-28 17:51:52 +10:00
softShadow.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
spotLightP.hlsl lighting shader fixes 2018-11-28 20:01:35 +10:00
vectorLightP.hlsl simplification 2018-11-29 18:19:27 -06:00