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accuFeatureHLSL.cpp
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edd1e0a270
Removes Direct3D9 functionality.
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8 yıl önce |
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accuFeatureHLSL.h
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c6cdfafe4e
cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.
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11 yıl önce |
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bumpHLSL.cpp
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8c807485b1
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
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8 yıl önce |
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bumpHLSL.h
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7dbfe6994d
Engine directory for ticket #1
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13 yıl önce |
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depthHLSL.cpp
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edd1e0a270
Removes Direct3D9 functionality.
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8 yıl önce |
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depthHLSL.h
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7dbfe6994d
Engine directory for ticket #1
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13 yıl önce |
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paraboloidHLSL.cpp
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edd1e0a270
Removes Direct3D9 functionality.
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8 yıl önce |
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paraboloidHLSL.h
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7dbfe6994d
Engine directory for ticket #1
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13 yıl önce |
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pixSpecularHLSL.cpp
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8c807485b1
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
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8 yıl önce |
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pixSpecularHLSL.h
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5c72035e01
virtual processVert also on directx
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11 yıl önce |
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shaderCompHLSL.cpp
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d9a723d533
More cats and cpys in files that xcode doesn't see
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7 yıl önce |
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shaderCompHLSL.h
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41e5caf22b
Direct3D11 Engine/source changes
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9 yıl önce |
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shaderFeatureHLSL.cpp
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1138637718
crashfix from prior commit
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7 yıl önce |
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shaderFeatureHLSL.h
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edd1e0a270
Removes Direct3D9 functionality.
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8 yıl önce |
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shaderGenHLSL.cpp
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edd1e0a270
Removes Direct3D9 functionality.
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8 yıl önce |
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shaderGenHLSL.h
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7dbfe6994d
Engine directory for ticket #1
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13 yıl önce |
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shaderGenHLSLInit.cpp
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25686ed4be
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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8 yıl önce |