Torque3D/Templates/Full/game/shaders/common/postFx
2018-11-12 22:54:00 -06:00
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caustics 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
dof 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
edgeaa 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
fxaa Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
gl 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
hdr add back in brightness and contrast controls, as well as the capacity to shut tonemapping off 2018-11-12 22:54:00 -06:00
lightRay 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
mlaa 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
oculusvr Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
ssao ShaderModelAutoGen 2018-02-11 17:12:17 +00:00
vignette Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
chromaticLens.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
flashP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
fogP.hlsl Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
gammaP.hlsl Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
glowBlurP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
glowBlurV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
motionBlurP.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
passthruP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
postFx.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
postFxV.glsl Changes to GLSL files for OpenGL 2014-04-13 19:55:45 +02:00
postFxV.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
turbulenceP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
underwaterFogP.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
VolFogGlowP.hlsl Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00