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