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DefaultShaderNoTextureHDR.frag
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722a6bc095
Fixed spotlight calculation in default shaders, added all default shaders as default materials, added spotlight visualizer to the entity editor, fixed some light prop sheet values
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hace 12 años |
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ExtractBloom.frag
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1f89731a0a
HDR and shader fixes, made SceneLabel subclass SceneMesh
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hace 14 años |
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HDRBloomH.frag
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394f41fca4
Finished the material editor in the IDE. Rewrote screen shader bindings. Fixed depth buffer FBOs and depth buffer binding. Screen shaders now require explicit 'color' and 'depth' rendertarget bindings to access the original scene/screen render. Added an optional precision parameter to String::NumberToString. Numberous resizing improvements to UI controls and IDE props. Added DefaultShaderNoTextureHDR shader to hdr pack. Added a default REMOVE_EVENT Event type. Added Vector2 shader prop. Removed deprecated saving/loading code from Scene. Numerous bugfixes in shader code.
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hace 12 años |
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HDRBloomV.frag
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394f41fca4
Finished the material editor in the IDE. Rewrote screen shader bindings. Fixed depth buffer FBOs and depth buffer binding. Screen shaders now require explicit 'color' and 'depth' rendertarget bindings to access the original scene/screen render. Added an optional precision parameter to String::NumberToString. Numberous resizing improvements to UI controls and IDE props. Added DefaultShaderNoTextureHDR shader to hdr pack. Added a default REMOVE_EVENT Event type. Added Vector2 shader prop. Removed deprecated saving/loading code from Scene. Numerous bugfixes in shader code.
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hace 12 años |
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HDRProcess.frag
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0bde8349c6
HDR Rendering
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hace 14 años |
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HDRProcessBloom.frag
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60398a8df7
Moved gamepad stuff into core
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hace 14 años |
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NorColSpecHDR.frag
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722a6bc095
Fixed spotlight calculation in default shaders, added all default shaders as default materials, added spotlight visualizer to the entity editor, fixed some light prop sheet values
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hace 12 años |
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hdr.mat
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dffed96631
Moved light sorting to renderer from shader module, fixed light sorting, renamed area lights to point lights everywhere in the code base, added light importance option to SceneLight prop sheet in entity editor, light importance now saved and loaded into entity instances
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hace 12 años |