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BasePass.bslinc
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73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
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%!s(int64=8) %!d(string=hai) anos |
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GBufferInput.bslinc
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73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
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%!s(int64=8) %!d(string=hai) anos |
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GBufferOutput.bslinc
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73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
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%!s(int64=8) %!d(string=hai) anos |
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ImageBasedLighting.bslinc
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d4c19836b5
Initial support for unified shading language across all render APIs
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%!s(int64=8) %!d(string=hai) anos |
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LightGridCommon.bslinc
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d4c19836b5
Initial support for unified shading language across all render APIs
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%!s(int64=8) %!d(string=hai) anos |
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LightingCommon.bslinc
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d4c19836b5
Initial support for unified shading language across all render APIs
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%!s(int64=8) %!d(string=hai) anos |
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NormalVertexInput.bslinc
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775b9c4431
Vulkan up and running on the unified shader platform
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%!s(int64=8) %!d(string=hai) anos |
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PPBase.bslinc
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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%!s(int64=8) %!d(string=hai) anos |
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PPTonemapCommon.bslinc
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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%!s(int64=8) %!d(string=hai) anos |
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PPWhiteBalance.bslinc
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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%!s(int64=8) %!d(string=hai) anos |
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PerCameraData.bslinc
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73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
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%!s(int64=8) %!d(string=hai) anos |
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PerObjectData.bslinc
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73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
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%!s(int64=8) %!d(string=hai) anos |
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ReflectionCubemapCommon.bslinc
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73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
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%!s(int64=8) %!d(string=hai) anos |
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ResolveCommon.bslinc
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775b9c4431
Vulkan up and running on the unified shader platform
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%!s(int64=8) %!d(string=hai) anos |
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SHCommon.bslinc
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73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
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%!s(int64=8) %!d(string=hai) anos |
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SkinnedVertexInput.bslinc
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775b9c4431
Vulkan up and running on the unified shader platform
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%!s(int64=8) %!d(string=hai) anos |
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SpriteImage.bslinc
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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%!s(int64=8) %!d(string=hai) anos |
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Surface.bslinc
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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%!s(int64=8) %!d(string=hai) anos |
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SurfaceData.bslinc
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73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
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%!s(int64=8) %!d(string=hai) anos |
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VolumeRenderBase.bslinc
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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%!s(int64=8) %!d(string=hai) anos |