BearishSun 9557c20d89 Bugfix: Fixing OpenGL so it renders omni-directional shadows as backfacing, same as other backends 8 anni fa
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Blit.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
Clear.bsl 088aacbffd Bugfix: Fix Vulkan complaining about an unused vertex attribute 8 anni fa
DebugDraw.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
Default.bsl 12c294d9c1 Refactor: Vertex input shaders are now handled in a much cleaner way 8 anni fa
DeferredDirectionalLight.bsl 8cdb84e175 Bugfix: Shadowed directional light now renders properly 8 anni fa
DeferredIBLFinalize.bsl 01240b3690 Feature: Added standard (non-clustered) forward rendering mode, for hardware that does not support compute 8 anni fa
DeferredIBLProbe.bsl 01240b3690 Feature: Added standard (non-clustered) forward rendering mode, for hardware that does not support compute 8 anni fa
DeferredIBLSetup.bsl 01240b3690 Feature: Added standard (non-clustered) forward rendering mode, for hardware that does not support compute 8 anni fa
DeferredIBLSky.bsl 01240b3690 Feature: Added standard (non-clustered) forward rendering mode, for hardware that does not support compute 8 anni fa
DeferredPointLight.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
Diffuse.bsl 12c294d9c1 Refactor: Vertex input shaders are now handled in a much cleaner way 8 anni fa
FlatFramebufferToTexture.bsl 1523924732 Updated engine shaders to new BSL syntax 8 anni fa
IrradianceAccumulateCubeSH.bsl 3d6cceab7d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles 8 anni fa
IrradianceAccumulateSH.bsl 52db9da338 Bugfix: Non-compute SH computations will now properly accumulate SH coefficients, resulting in correct indirect lighting calculations 8 anni fa
IrradianceComputeSH.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file 8 anni fa
IrradianceComputeSHFrag.bsl 52db9da338 Bugfix: Non-compute SH computations will now properly accumulate SH coefficients, resulting in correct indirect lighting calculations 8 anni fa
IrradianceEvaluate.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file 8 anni fa
IrradianceProjectSH.bsl b52bd59e1d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles 8 anni fa
IrradianceReduceSH.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file 8 anni fa
LightGridLLCreation.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file 8 anni fa
LightGridLLReduction.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file 8 anni fa
MSAACoverage.bsl 4c4e57de0d Bugfix: Removing incorrect variation from MSAACoverage shader 8 anni fa
MSAACoverageStencil.bsl 1fe0027295 WIP: Getting OpenGL up to date 8 anni fa
PPBuildHiZ.bsl ffc2208374 Refactor: Modified the renderer so it can work without texture view support (not present on earlier OpenGL versions) 8 anni fa
PPCreateTonemapLUT.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file 8 anni fa
PPDownsample.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
PPEncodeDepth.bsl b149802ac8 Feature: Depth range can now be encoded when rendering reflection probes 8 anni fa
PPEyeAdaptHistogram.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file 8 anni fa
PPEyeAdaptHistogramReduce.bsl 1523924732 Updated engine shaders to new BSL syntax 8 anni fa
PPEyeAdaptation.bsl 3d6cceab7d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles 8 anni fa
PPEyeAdaptationBasic.bsl b52bd59e1d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles 8 anni fa
PPEyeAdaptationBasicSetup.bsl b52bd59e1d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles 8 anni fa
PPFXAA.bsl 845452c806 Added FXAA 8 anni fa
PPGaussianBlur.bsl a5ac5b5584 DOF now works with MSAA 8 anni fa
PPGaussianDOFCombine.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
PPGaussianDOFSeparate.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
PPSSAO.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
PPSSAOBlur.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
PPSSAODownsample.bsl 824849ff57 Added upsampling to SSAO (untested) 8 anni fa
PPSSRResolve.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
PPSSRStencil.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
PPSSRTrace.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
PPTonemapping.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
ReflectionCubeDownsample.bsl ffc2208374 Refactor: Modified the renderer so it can work without texture view support (not present on earlier OpenGL versions) 8 anni fa
ReflectionCubeImportanceSample.bsl 2f7eef36ea Added importance sampling to SSR (non-temporal for now) 8 anni fa
ShadowDepthCube.bsl 9557c20d89 Bugfix: Fixing OpenGL so it renders omni-directional shadows as backfacing, same as other backends 8 anni fa
ShadowDepthDirectional.bsl 4c16e8e817 Bugfix: Shadow rendering now works correctly and will account for animated meshes 8 anni fa
ShadowDepthNormal.bsl 4c16e8e817 Bugfix: Shadow rendering now works correctly and will account for animated meshes 8 anni fa
ShadowProject.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
ShadowProjectOmni.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
ShadowProjectStencil.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
Skybox.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
SpriteImageAlpha.bsl 1523924732 Updated engine shaders to new BSL syntax 8 anni fa
SpriteImageNoAlpha.bsl 1523924732 Updated engine shaders to new BSL syntax 8 anni fa
SpriteLine.bsl cd0fb1257c Fixed sprite line rendering shader 8 anni fa
SpriteText.bsl af7e3c0606 Feature: Added 'alias' modified to BSL 8 anni fa
TetrahedraRender.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 anni fa
TiledDeferredImageBasedLighting.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file 8 anni fa
TiledDeferredLighting.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file 8 anni fa
Transparent.bsl 01240b3690 Feature: Added standard (non-clustered) forward rendering mode, for hardware that does not support compute 8 anni fa