Commit History

Author SHA1 Message Date
  Lasse Öörni b8d55583f7 Squashed commit of the following: 9 years ago
  Lasse Öörni 97eba580b5 Fix implicit conversion in normal offset shadow calculations. Closes #1586. 9 years ago
  Lasse Öörni 06b0dbba76 Fix compile errors in PBR shaders on GLES. Fix mismatches in PBR techniques where IBL compile define would be present for pixel shader but not vertex shader (causes shader linking error) 9 years ago
  Lasse Öörni dfd8939840 Squashed commit of the following: 9 years ago
  Lasse Öörni a123794886 Normal offset support in GLSL. Fix deferred specular in GLSL. 9 years ago
  Lasse Öörni 7160a0ab7c Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL. 9 years ago
  Lasse Öörni 6a3bbb8aab Fix D3D11 constant buffers for VSM. Fix editor shadow mode selection. Fix script API for new shadow modes. Fix debughud for new shadow modes. Edit documentation to refer to new shadow modes. Added contributor credit. Some code convention edits, e.g. VSM instead of Vsm. Dump new NinjaSnowWarShaders.xml file. 10 years ago
  Xavier Maupeu cf501d9585 add functions in Renderer to set shadow softness and VSM shadow parameters 10 years ago
  Xavier Maupeu 33a278449b VSM works with point light and spot light in direct3d9 10 years ago
  Xavier Maupeu e636d44df9 vsm implementaion for hlsl shaders 10 years ago
  Lasse Öörni e6c75eb229 Added TRANSLUCENT option to lighting, which takes absolute value of NdotL (only works in forward lighting.) Add example translucent techniques. Closes #1016. 10 years ago
  Lasse Öörni 17cf79ab82 D3D11 rendertarget and initial shadow (directional & spot light) support. Fix creating too many rasterizer states for depth bias by quantizing. Fix crash on exit if states failed to create. 10 years ago
  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. 10 years ago
  Lasse Öörni 73c847fbeb Separate D3D11 shaders as the compatibility mode did not sample eg. the light ramp texture correctly. 10 years ago
  Lasse Öörni d7a16d6713 Fix potential negative specular lighting. Fix recreating the sampler state when a texture has been reloaded. 10 years ago
  Lasse Öörni 88080dad31 Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function. 10 years ago
  aster2013 392efab9d7 Change GetIntensity, make it same to Color::Luma().[ci skip] 11 years ago
  Yao Wei Tjong 姚伟忠 05a8b79fd2 Rename "Bin" subdir to "bin". 11 years ago