提交歷史

作者 SHA1 備註 提交日期
  Lasse Öörni 7160a0ab7c Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL. 9 年之前
  Lasse Öörni 2151426adc Use proper world space in deferred light shaders. This allows the cLightPos uniform and shadow matrices to behave the same in all passes (simplifies code.) Closes #1335. 9 年之前
  Lasse Öörni 3759570319 Remove rrr swizzle from lighting shaders to allow the spotlight to be colored. Convert the default spot textures to RGB color to avoid sampling only the R channel on D3D11. 11 年之前
  Lasse Öörni 6112220b16 Cube maps, point light shadows & deferred / light prepass rendering on D3D11. 11 年之前
  Lasse Öörni e919935abd Merge back D3D9 & D3D11 shaders using macros. Removed the "custom" constant buffer slot; rather allow to prevent the default material CB from being defined. 11 年之前
  Yao Wei Tjong 姚伟忠 05a8b79fd2 Rename "Bin" subdir to "bin". 11 年之前