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Blit.bsl
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1013d9848e
Data folder is now part of the main repository (since code depends on many of the files thing were getting out of sync between the repo and the data archive, so this is a better way of handling it)
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9 年之前 |
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Default.bsl
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73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
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8 年之前 |
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Diffuse.bsl
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73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
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8 年之前 |
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FlatFramebufferToTexture.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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IrradianceComputeSH.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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IrradianceProjectSH.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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IrradianceReduceSH.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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LightGridLLCreation.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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LightGridLLReduction.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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PPCreateTonemapLUT.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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PPDownsample.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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PPEyeAdaptHistogram.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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PPEyeAdaptHistogramReduce.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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PPEyeAdaptation.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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PPTonemapping.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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ReflectionCubeDownsample.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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ReflectionCubeImportanceSample.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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Resolve.bsl
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1013d9848e
Data folder is now part of the main repository (since code depends on many of the files thing were getting out of sync between the repo and the data archive, so this is a better way of handling it)
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9 年之前 |
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ShadowDepthCube.bsl
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84eb9fc38b
Laid much of the foundation for shadow map depth rendering
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8 年之前 |
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ShadowDepthDirectional.bsl
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84eb9fc38b
Laid much of the foundation for shadow map depth rendering
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8 年之前 |
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ShadowDepthNormal.bsl
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84eb9fc38b
Laid much of the foundation for shadow map depth rendering
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8 年之前 |
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Skybox.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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SpriteImageAlpha.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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SpriteImageNoAlpha.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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SpriteLine.bsl
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775b9c4431
Vulkan up and running on the unified shader platform
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8 年之前 |
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SpriteText.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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TestFX.bsl
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775b9c4431
Vulkan up and running on the unified shader platform
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8 年之前 |
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TiledDeferredImageBasedLighting.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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TiledDeferredLighting.bsl
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 年之前 |
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Transparent.bsl
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585e0a6e67
Fixing transparent shaders
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8 年之前 |