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accuFeatureHLSL.cpp
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7e5e3b5105
Removes Direct3D9 functionality.
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8 年之前 |
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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10 年之前 |
bumpHLSL.cpp
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7567ca10c3
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 年之前 |
bumpHLSL.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
depthHLSL.cpp
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7e5e3b5105
Removes Direct3D9 functionality.
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8 年之前 |
depthHLSL.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
paraboloidHLSL.cpp
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7e5e3b5105
Removes Direct3D9 functionality.
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8 年之前 |
paraboloidHLSL.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
pixSpecularHLSL.cpp
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7567ca10c3
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 年之前 |
pixSpecularHLSL.h
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5c72035e01
virtual processVert also on directx
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10 年之前 |
shaderCompHLSL.cpp
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963333c583
More cats and cpys in files that xcode doesn't see
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7 年之前 |
shaderCompHLSL.h
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41e5caf22b
Direct3D11 Engine/source changes
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9 年之前 |
shaderFeatureHLSL.cpp
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7af02efe29
crashfix from prior commit
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7 年之前 |
shaderFeatureHLSL.h
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7e5e3b5105
Removes Direct3D9 functionality.
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8 年之前 |
shaderGenHLSL.cpp
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7e5e3b5105
Removes Direct3D9 functionality.
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8 年之前 |
shaderGenHLSL.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
shaderGenHLSLInit.cpp
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0801a3cca8
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 年之前 |