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Blit.bsl
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d22aec38a6
Merged resolve/blit shaders into one and unrolled loops
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%!s(int64=8) %!d(string=hai) anos |
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Clear.bsl
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7003446b78
WIP on light probe extrapolation
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%!s(int64=8) %!d(string=hai) anos |
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Default.bsl
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1523924732
Updated engine shaders to new BSL syntax
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%!s(int64=8) %!d(string=hai) anos |
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DeferredDirectionalLight.bsl
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fa62ac09d3
Shadow mapping functional for radial lights
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%!s(int64=8) %!d(string=hai) anos |
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DeferredPointLight.bsl
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fa62ac09d3
Shadow mapping functional for radial lights
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%!s(int64=8) %!d(string=hai) anos |
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Diffuse.bsl
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1523924732
Updated engine shaders to new BSL syntax
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%!s(int64=8) %!d(string=hai) anos |
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FlatFramebufferToTexture.bsl
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1523924732
Updated engine shaders to new BSL syntax
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%!s(int64=8) %!d(string=hai) anos |
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IrradianceComputeSH.bsl
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5ede6f0788
Updated spherical harmonic shaders so they can output order-3 SH coefficients, and output to a larger buffer of coefficients
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%!s(int64=8) %!d(string=hai) anos |
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IrradianceEvaluate.bsl
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4eadbc51fb
Tweaking extrapolated light probe mesh
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%!s(int64=8) %!d(string=hai) anos |
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IrradianceProjectSH.bsl
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1523924732
Updated engine shaders to new BSL syntax
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%!s(int64=8) %!d(string=hai) anos |
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IrradianceReduceSH.bsl
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5ede6f0788
Updated spherical harmonic shaders so they can output order-3 SH coefficients, and output to a larger buffer of coefficients
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%!s(int64=8) %!d(string=hai) anos |
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LightGridLLCreation.bsl
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4891a95151
Final big bulk of work for shadow mapping (Untested)
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%!s(int64=8) %!d(string=hai) anos |
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LightGridLLReduction.bsl
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1523924732
Updated engine shaders to new BSL syntax
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%!s(int64=8) %!d(string=hai) anos |
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PPBuildHiZ.bsl
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d22aec38a6
Merged resolve/blit shaders into one and unrolled loops
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%!s(int64=8) %!d(string=hai) anos |
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PPCreateTonemapLUT.bsl
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fa62ac09d3
Shadow mapping functional for radial lights
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%!s(int64=8) %!d(string=hai) anos |
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PPDownsample.bsl
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f886443836
Perform MSAA resolve after tonemapping
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%!s(int64=8) %!d(string=hai) anos |
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PPEyeAdaptHistogram.bsl
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1523924732
Updated engine shaders to new BSL syntax
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%!s(int64=8) %!d(string=hai) anos |
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PPEyeAdaptHistogramReduce.bsl
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1523924732
Updated engine shaders to new BSL syntax
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%!s(int64=8) %!d(string=hai) anos |
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PPEyeAdaptation.bsl
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1523924732
Updated engine shaders to new BSL syntax
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%!s(int64=8) %!d(string=hai) anos |
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PPFXAA.bsl
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845452c806
Added FXAA
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%!s(int64=8) %!d(string=hai) anos |
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PPGaussianBlur.bsl
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a5ac5b5584
DOF now works with MSAA
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%!s(int64=8) %!d(string=hai) anos |
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PPGaussianDOFCombine.bsl
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845452c806
Added FXAA
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%!s(int64=8) %!d(string=hai) anos |
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PPGaussianDOFSeparate.bsl
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a5ac5b5584
DOF now works with MSAA
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%!s(int64=8) %!d(string=hai) anos |
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PPSSAO.bsl
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2779f6cc40
SSAO: pick different sample/step count based on quality level
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%!s(int64=8) %!d(string=hai) anos |
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PPSSAOBlur.bsl
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210100d2ed
SSAO: Added a separate bilateral blur step
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%!s(int64=8) %!d(string=hai) anos |
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PPSSAODownsample.bsl
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824849ff57
Added upsampling to SSAO (untested)
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%!s(int64=8) %!d(string=hai) anos |
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PPSSRResolve.bsl
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55e942d2fa
More work on temporal resolve shader
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%!s(int64=8) %!d(string=hai) anos |
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PPSSRStencil.bsl
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fb505fd6fd
More work on screen space reflections
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%!s(int64=8) %!d(string=hai) anos |
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PPSSRTrace.bsl
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2f7eef36ea
Added importance sampling to SSR (non-temporal for now)
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%!s(int64=8) %!d(string=hai) anos |
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PPTonemapping.bsl
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f886443836
Perform MSAA resolve after tonemapping
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%!s(int64=8) %!d(string=hai) anos |
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ReflectionCubeDownsample.bsl
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1523924732
Updated engine shaders to new BSL syntax
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%!s(int64=8) %!d(string=hai) anos |
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ReflectionCubeImportanceSample.bsl
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2f7eef36ea
Added importance sampling to SSR (non-temporal for now)
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%!s(int64=8) %!d(string=hai) anos |
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ShadowDepthCube.bsl
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fa62ac09d3
Shadow mapping functional for radial lights
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%!s(int64=8) %!d(string=hai) anos |
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ShadowDepthDirectional.bsl
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8e8b4a86b9
Cascaded shadow maps mostly functional
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%!s(int64=8) %!d(string=hai) anos |
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ShadowDepthNormal.bsl
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8e8b4a86b9
Cascaded shadow maps mostly functional
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%!s(int64=8) %!d(string=hai) anos |
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ShadowProject.bsl
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8e8b4a86b9
Cascaded shadow maps mostly functional
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%!s(int64=8) %!d(string=hai) anos |
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ShadowProjectOmni.bsl
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c0eb880ca6
Fixing omnidirectional shadow maps
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%!s(int64=8) %!d(string=hai) anos |
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ShadowProjectStencil.bsl
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e315616d5d
More work on shadow mapping
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%!s(int64=8) %!d(string=hai) anos |
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Skybox.bsl
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9aef51e069
All renderer materials refactored:
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%!s(int64=8) %!d(string=hai) anos |
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SpriteImageAlpha.bsl
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1523924732
Updated engine shaders to new BSL syntax
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%!s(int64=8) %!d(string=hai) anos |
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SpriteImageNoAlpha.bsl
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1523924732
Updated engine shaders to new BSL syntax
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%!s(int64=8) %!d(string=hai) anos |
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SpriteLine.bsl
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cd0fb1257c
Fixed sprite line rendering shader
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%!s(int64=8) %!d(string=hai) anos |
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SpriteText.bsl
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1523924732
Updated engine shaders to new BSL syntax
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%!s(int64=8) %!d(string=hai) anos |
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TetrahedraRender.bsl
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7003446b78
WIP on light probe extrapolation
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%!s(int64=8) %!d(string=hai) anos |
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TiledDeferredImageBasedLighting.bsl
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180a3d46f1
Light probe indirect lighting mostly looked up (but untested)
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%!s(int64=8) %!d(string=hai) anos |
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TiledDeferredLighting.bsl
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4891a95151
Final big bulk of work for shadow mapping (Untested)
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%!s(int64=8) %!d(string=hai) anos |
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Transparent.bsl
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180a3d46f1
Light probe indirect lighting mostly looked up (but untested)
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%!s(int64=8) %!d(string=hai) anos |