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BasePass.bslinc
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b2dd0ffa03
Work on transparent rendering path
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il y a 9 ans |
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GBuffer.bslinc
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eec99bff10
Moving light pass in a compute shader in preparation for tiled deferred rendering
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il y a 9 ans |
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LightGridCommon.bslinc
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f95bf9e749
Better light grid depth slice distribution
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il y a 8 ans |
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LightingCommon.bslinc
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42c00ad036
Work on transparent rendering path - DirectX functional
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il y a 9 ans |
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NormalVertexInput.bslinc
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b2dd0ffa03
Work on transparent rendering path
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il y a 9 ans |
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PPBase.bslinc
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c3980c5957
Adding location and binding qualifiers to all GLSL shaders
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il y a 9 ans |
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PPTonemapCommon.bslinc
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457cd2fc42
Tonemapping LUT creation now uses compute shaders since Vulkan doesn't support 3D texture rendering
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il y a 9 ans |
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PPWhiteBalance.bslinc
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457cd2fc42
Tonemapping LUT creation now uses compute shaders since Vulkan doesn't support 3D texture rendering
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il y a 9 ans |
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PerCameraData.bslinc
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c530c1795f
Transparent rendering path now functional using clustered rendering without depth pre-pass requirement. Same path can also be used for normal opaque object rendering if needed.
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il y a 9 ans |
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PerObjectData.bslinc
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7832d7d165
Refactoring renderer so renderable parameter buffers are populated on renderable change, instead of every frame
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il y a 9 ans |
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ReflectionCubemapCommon.bslinc
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7784a96128
Reflection cubemap filtering
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il y a 9 ans |
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ResolveCommon.bslinc
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a4a8a242bb
Added a new low-level rendering example project
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il y a 9 ans |
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SkinnedVertexInput.bslinc
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b2dd0ffa03
Work on transparent rendering path
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il y a 9 ans |
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SpriteImage.bslinc
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3d48e47f9a
Vulkan: Fixing GUI rendering
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il y a 9 ans |
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Surface.bslinc
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b2dd0ffa03
Work on transparent rendering path
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il y a 9 ans |
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SurfaceData.bslinc
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eec99bff10
Moving light pass in a compute shader in preparation for tiled deferred rendering
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il y a 9 ans |
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VolumeRenderBase.bslinc
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3703a767a6
Modified shader Techniques so they now depend on shader language rather than on render API (requires existing shader re-import)
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il y a 9 ans |