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AutoExposure.glsl
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3156bd4385
Fix AutoExposure's log luminance calculation, add LumRange parameter and remove Sensitivity parameter.
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12 лет назад |
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Basic.glsl
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e0f391b0fc
Started shader refactoring.
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12 лет назад |
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Bloom.glsl
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9e37eb4d1e
Refactored the basic postprocess shaders (bloom, greyscale, edgefilter.)
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12 лет назад |
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BloomHDR.glsl
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248000b568
Adapted the rest of the postprocess shaders.
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12 лет назад |
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Blur.glsl
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d8983e7cff
Converted the Blur shader.
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12 лет назад |
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ColorCorrection.glsl
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248000b568
Adapted the rest of the postprocess shaders.
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12 лет назад |
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CopyFramebuffer.glsl
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d7251f5f25
Fixed GLSL deferred lighting. Added profiling block for Renderer::GetShader().
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12 лет назад |
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DeferredLight.glsl
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d7251f5f25
Fixed GLSL deferred lighting. Added profiling block for Renderer::GetShader().
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12 лет назад |
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Depth.glsl
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3004b08f66
Continued shader refactoring.
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12 лет назад |
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EdgeFilter.glsl
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9e37eb4d1e
Refactored the basic postprocess shaders (bloom, greyscale, edgefilter.)
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12 лет назад |
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Fog.glsl
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3004b08f66
Continued shader refactoring.
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12 лет назад |
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GammaCorrection.glsl
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248000b568
Adapted the rest of the postprocess shaders.
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12 лет назад |
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GreyScale.glsl
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9e37eb4d1e
Refactored the basic postprocess shaders (bloom, greyscale, edgefilter.)
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12 лет назад |
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Lighting.glsl
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4c02e19352
Increased the OpenGL ES constant depth bias adjustment to reduce self-shadowing artifacts. Do not use cascaded shadow mapping on OpenGL ES, so that the low quality shadow mode can avoid dependent texture reads altogether for much higher performance on iOS. Updated documentation of the GetPlatform() function.
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12 лет назад |
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LitParticle.glsl
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70122ed481
Refactored LitParticle shader & technique. Try to reduce error prints for missing shaders in Renderer::GetShader().
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12 лет назад |
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LitSolid.glsl
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a77018bb6a
Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques.
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12 лет назад |
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PostProcess.glsl
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219aef9250
Fixed shader error: '*' does not operate on 'int' and 'vec2', in PostProcess.glsl
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12 лет назад |
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PrepassLight.glsl
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d7251f5f25
Fixed GLSL deferred lighting. Added profiling block for Renderer::GetShader().
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12 лет назад |
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Samplers.glsl
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e0f391b0fc
Started shader refactoring.
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12 лет назад |
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ScreenPos.glsl
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3004b08f66
Continued shader refactoring.
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12 лет назад |
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Shadow.glsl
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3004b08f66
Continued shader refactoring.
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12 лет назад |
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Skybox.glsl
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0bcb95e6a2
Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present.
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12 лет назад |
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Stencil.glsl
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e0f391b0fc
Started shader refactoring.
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12 лет назад |
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TerrainBlend.glsl
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0bcb95e6a2
Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present.
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12 лет назад |
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Tonemap.glsl
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248000b568
Adapted the rest of the postprocess shaders.
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12 лет назад |
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Transform.glsl
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e0f391b0fc
Started shader refactoring.
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12 лет назад |
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Uniforms.glsl
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e0f391b0fc
Started shader refactoring.
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12 лет назад |
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Unlit.glsl
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a77018bb6a
Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques.
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12 лет назад |
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Vegetation.glsl
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f28827d3c9
Fixed vegetation shader vertex shader variable naming typo
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12 лет назад |
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VegetationDepth.glsl
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0bcb95e6a2
Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present.
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12 лет назад |
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VegetationShadow.glsl
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0bcb95e6a2
Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present.
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12 лет назад |
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Water.glsl
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0bcb95e6a2
Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present.
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12 лет назад |