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