Marko Pintera 30320c2eba WIP: macOS port vor 7 Jahren
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Blit.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
Clear.bsl 088aacbffd Bugfix: Fix Vulkan complaining about an unused vertex attribute vor 8 Jahren
DebugDraw.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
Default.bsl 12c294d9c1 Refactor: Vertex input shaders are now handled in a much cleaner way vor 8 Jahren
DeferredDirectionalLight.bsl 8cdb84e175 Bugfix: Shadowed directional light now renders properly vor 8 Jahren
DeferredIBLFinalize.bsl 01240b3690 Feature: Added standard (non-clustered) forward rendering mode, for hardware that does not support compute vor 8 Jahren
DeferredIBLProbe.bsl 01240b3690 Feature: Added standard (non-clustered) forward rendering mode, for hardware that does not support compute vor 8 Jahren
DeferredIBLSetup.bsl 01240b3690 Feature: Added standard (non-clustered) forward rendering mode, for hardware that does not support compute vor 8 Jahren
DeferredIBLSky.bsl 01240b3690 Feature: Added standard (non-clustered) forward rendering mode, for hardware that does not support compute vor 8 Jahren
DeferredPointLight.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
Diffuse.bsl 12c294d9c1 Refactor: Vertex input shaders are now handled in a much cleaner way vor 8 Jahren
FlatFramebufferToTexture.bsl 1523924732 Updated engine shaders to new BSL syntax vor 8 Jahren
IrradianceAccumulateCubeSH.bsl 3d6cceab7d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles vor 8 Jahren
IrradianceAccumulateSH.bsl 52db9da338 Bugfix: Non-compute SH computations will now properly accumulate SH coefficients, resulting in correct indirect lighting calculations vor 8 Jahren
IrradianceComputeSH.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file vor 8 Jahren
IrradianceComputeSHFrag.bsl 52db9da338 Bugfix: Non-compute SH computations will now properly accumulate SH coefficients, resulting in correct indirect lighting calculations vor 8 Jahren
IrradianceEvaluate.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file vor 8 Jahren
IrradianceProjectSH.bsl b52bd59e1d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles vor 8 Jahren
IrradianceReduceSH.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file vor 8 Jahren
LightGridLLCreation.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file vor 8 Jahren
LightGridLLReduction.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file vor 8 Jahren
MSAACoverage.bsl 4c4e57de0d Bugfix: Removing incorrect variation from MSAACoverage shader vor 8 Jahren
MSAACoverageStencil.bsl 1fe0027295 WIP: Getting OpenGL up to date vor 8 Jahren
PPBuildHiZ.bsl ffc2208374 Refactor: Modified the renderer so it can work without texture view support (not present on earlier OpenGL versions) vor 8 Jahren
PPCreateTonemapLUT.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file vor 8 Jahren
PPDownsample.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
PPEncodeDepth.bsl b149802ac8 Feature: Depth range can now be encoded when rendering reflection probes vor 8 Jahren
PPEyeAdaptHistogram.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file vor 8 Jahren
PPEyeAdaptHistogramReduce.bsl 1523924732 Updated engine shaders to new BSL syntax vor 8 Jahren
PPEyeAdaptation.bsl 3d6cceab7d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles vor 8 Jahren
PPEyeAdaptationBasic.bsl b52bd59e1d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles vor 8 Jahren
PPEyeAdaptationBasicSetup.bsl b52bd59e1d WIP: Adding alternatives to existing compute shaders, in order to support older hardware and mobiles vor 8 Jahren
PPFXAA.bsl 845452c806 Added FXAA vor 8 Jahren
PPGaussianBlur.bsl a5ac5b5584 DOF now works with MSAA vor 8 Jahren
PPGaussianDOFCombine.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
PPGaussianDOFSeparate.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
PPSSAO.bsl 1726992f76 WIP: macOS port vor 7 Jahren
PPSSAOBlur.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
PPSSAODownsample.bsl 824849ff57 Added upsampling to SSAO (untested) vor 8 Jahren
PPSSRResolve.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
PPSSRStencil.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
PPSSRTrace.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
PPTonemapping.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
ReflectionCubeDownsample.bsl ffc2208374 Refactor: Modified the renderer so it can work without texture view support (not present on earlier OpenGL versions) vor 8 Jahren
ReflectionCubeImportanceSample.bsl 2f7eef36ea Added importance sampling to SSR (non-temporal for now) vor 8 Jahren
ShadowDepthCube.bsl 9557c20d89 Bugfix: Fixing OpenGL so it renders omni-directional shadows as backfacing, same as other backends vor 8 Jahren
ShadowDepthDirectional.bsl 4c16e8e817 Bugfix: Shadow rendering now works correctly and will account for animated meshes vor 8 Jahren
ShadowDepthNormal.bsl 4c16e8e817 Bugfix: Shadow rendering now works correctly and will account for animated meshes vor 8 Jahren
ShadowProject.bsl 30320c2eba WIP: macOS port vor 7 Jahren
ShadowProjectOmni.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
ShadowProjectStencil.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
Skybox.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
SpriteImageAlpha.bsl 1523924732 Updated engine shaders to new BSL syntax vor 8 Jahren
SpriteImageNoAlpha.bsl 1523924732 Updated engine shaders to new BSL syntax vor 8 Jahren
SpriteLine.bsl cd0fb1257c Fixed sprite line rendering shader vor 8 Jahren
SpriteText.bsl af7e3c0606 Feature: Added 'alias' modified to BSL vor 8 Jahren
TetrahedraRender.bsl e605573591 Refactor: Shader variations are now defined directly in BSL files vor 8 Jahren
TiledDeferredImageBasedLighting.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file vor 8 Jahren
TiledDeferredLighting.bsl ae820eb3c3 Feature: Added a way to specify a feature-set when defining a BSL shader file vor 8 Jahren
Transparent.bsl 01240b3690 Feature: Added standard (non-clustered) forward rendering mode, for hardware that does not support compute vor 8 Jahren