BearishSun 7973d92b3d Bugfix: Directional light no longer incorrectly samples the GBuffer, causing the rendering to appear significantly lower resolution 8 éve
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Blit.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
Clear.bsl 088aacbffd Bugfix: Fix Vulkan complaining about an unused vertex attribute 8 éve
DebugDraw.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
Default.bsl 12c294d9c1 Refactor: Vertex input shaders are now handled in a much cleaner way 8 éve
DeferredDirectionalLight.bsl 7973d92b3d Bugfix: Directional light no longer incorrectly samples the GBuffer, causing the rendering to appear significantly lower resolution 8 éve
DeferredIBLFinalize.bsl 43d2f892e1 Feature: Added a separate rendering path for when tiled deferred is not available 8 éve
DeferredIBLProbe.bsl f16667cece WIP: Adding separate rendering path for when tiled deferred is not available 8 éve
DeferredIBLSetup.bsl f16667cece WIP: Adding separate rendering path for when tiled deferred is not available 8 éve
DeferredIBLSky.bsl f16667cece WIP: Adding separate rendering path for when tiled deferred is not available 8 éve
DeferredPointLight.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
Diffuse.bsl 12c294d9c1 Refactor: Vertex input shaders are now handled in a much cleaner way 8 éve
FlatFramebufferToTexture.bsl 1523924732 Updated engine shaders to new BSL syntax 8 éve
IrradianceAccumulateCubeSH.bsl 3d6cceab7d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles 8 éve
IrradianceAccumulateSH.bsl 52db9da338 Bugfix: Non-compute SH computations will now properly accumulate SH coefficients, resulting in correct indirect lighting calculations 8 éve
IrradianceComputeSH.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
IrradianceComputeSHFrag.bsl 52db9da338 Bugfix: Non-compute SH computations will now properly accumulate SH coefficients, resulting in correct indirect lighting calculations 8 éve
IrradianceEvaluate.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
IrradianceProjectSH.bsl b52bd59e1d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles 8 éve
IrradianceReduceSH.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
LightGridLLCreation.bsl 4891a95151 Final big bulk of work for shadow mapping (Untested) 8 éve
LightGridLLReduction.bsl 1523924732 Updated engine shaders to new BSL syntax 8 éve
MSAACoverage.bsl 4c4e57de0d Bugfix: Removing incorrect variation from MSAACoverage shader 8 éve
MSAACoverageStencil.bsl 1fe0027295 WIP: Getting OpenGL up to date 8 éve
PPBuildHiZ.bsl ffc2208374 Refactor: Modified the renderer so it can work without texture view support (not present on earlier OpenGL versions) 8 éve
PPCreateTonemapLUT.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
PPDownsample.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
PPEncodeDepth.bsl b149802ac8 Feature: Depth range can now be encoded when rendering reflection probes 8 éve
PPEyeAdaptHistogram.bsl 1523924732 Updated engine shaders to new BSL syntax 8 éve
PPEyeAdaptHistogramReduce.bsl 1523924732 Updated engine shaders to new BSL syntax 8 éve
PPEyeAdaptation.bsl 3d6cceab7d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles 8 éve
PPEyeAdaptationBasic.bsl b52bd59e1d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles 8 éve
PPEyeAdaptationBasicSetup.bsl b52bd59e1d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles 8 éve
PPFXAA.bsl 845452c806 Added FXAA 8 éve
PPGaussianBlur.bsl a5ac5b5584 DOF now works with MSAA 8 éve
PPGaussianDOFCombine.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
PPGaussianDOFSeparate.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
PPSSAO.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
PPSSAOBlur.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
PPSSAODownsample.bsl 824849ff57 Added upsampling to SSAO (untested) 8 éve
PPSSRResolve.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
PPSSRStencil.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
PPSSRTrace.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
PPTonemapping.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
ReflectionCubeDownsample.bsl ffc2208374 Refactor: Modified the renderer so it can work without texture view support (not present on earlier OpenGL versions) 8 éve
ReflectionCubeImportanceSample.bsl 2f7eef36ea Added importance sampling to SSR (non-temporal for now) 8 éve
ShadowDepthCube.bsl 517608073c Feature: Various improvements and fixes for shadow rendering 8 éve
ShadowDepthDirectional.bsl 4c16e8e817 Bugfix: Shadow rendering now works correctly and will account for animated meshes 8 éve
ShadowDepthNormal.bsl 4c16e8e817 Bugfix: Shadow rendering now works correctly and will account for animated meshes 8 éve
ShadowProject.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
ShadowProjectOmni.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
ShadowProjectStencil.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
Skybox.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
SpriteImageAlpha.bsl 1523924732 Updated engine shaders to new BSL syntax 8 éve
SpriteImageNoAlpha.bsl 1523924732 Updated engine shaders to new BSL syntax 8 éve
SpriteLine.bsl cd0fb1257c Fixed sprite line rendering shader 8 éve
SpriteText.bsl af7e3c0606 Feature: Added 'alias' modified to BSL 8 éve
TetrahedraRender.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
TiledDeferredImageBasedLighting.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
TiledDeferredLighting.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files 8 éve
Transparent.bsl 12c294d9c1 Refactor: Vertex input shaders are now handled in a much cleaner way 8 éve