andmar1x 219aef9250 Fixed shader error: '*' does not operate on 'int' and 'vec2', in PostProcess.glsl 12 лет назад
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AutoExposure.glsl 3156bd4385 Fix AutoExposure's log luminance calculation, add LumRange parameter and remove Sensitivity parameter. 12 лет назад
Basic.glsl e0f391b0fc Started shader refactoring. 12 лет назад
Bloom.glsl 9e37eb4d1e Refactored the basic postprocess shaders (bloom, greyscale, edgefilter.) 12 лет назад
BloomHDR.glsl 248000b568 Adapted the rest of the postprocess shaders. 12 лет назад
Blur.glsl d8983e7cff Converted the Blur shader. 12 лет назад
ColorCorrection.glsl 248000b568 Adapted the rest of the postprocess shaders. 12 лет назад
CopyFramebuffer.glsl d7251f5f25 Fixed GLSL deferred lighting. Added profiling block for Renderer::GetShader(). 12 лет назад
DeferredLight.glsl d7251f5f25 Fixed GLSL deferred lighting. Added profiling block for Renderer::GetShader(). 12 лет назад
Depth.glsl 3004b08f66 Continued shader refactoring. 12 лет назад
EdgeFilter.glsl 9e37eb4d1e Refactored the basic postprocess shaders (bloom, greyscale, edgefilter.) 12 лет назад
Fog.glsl 3004b08f66 Continued shader refactoring. 12 лет назад
GammaCorrection.glsl 248000b568 Adapted the rest of the postprocess shaders. 12 лет назад
GreyScale.glsl 9e37eb4d1e Refactored the basic postprocess shaders (bloom, greyscale, edgefilter.) 12 лет назад
Lighting.glsl 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. 12 лет назад
LitParticle.glsl 70122ed481 Refactored LitParticle shader & technique. Try to reduce error prints for missing shaders in Renderer::GetShader(). 12 лет назад
LitSolid.glsl a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 лет назад
PostProcess.glsl 219aef9250 Fixed shader error: '*' does not operate on 'int' and 'vec2', in PostProcess.glsl 12 лет назад
PrepassLight.glsl d7251f5f25 Fixed GLSL deferred lighting. Added profiling block for Renderer::GetShader(). 12 лет назад
Samplers.glsl e0f391b0fc Started shader refactoring. 12 лет назад
ScreenPos.glsl 3004b08f66 Continued shader refactoring. 12 лет назад
Shadow.glsl 3004b08f66 Continued shader refactoring. 12 лет назад
Skybox.glsl 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 лет назад
Stencil.glsl e0f391b0fc Started shader refactoring. 12 лет назад
TerrainBlend.glsl 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 лет назад
Tonemap.glsl 248000b568 Adapted the rest of the postprocess shaders. 12 лет назад
Transform.glsl e0f391b0fc Started shader refactoring. 12 лет назад
Uniforms.glsl e0f391b0fc Started shader refactoring. 12 лет назад
Unlit.glsl a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 лет назад
Vegetation.glsl f28827d3c9 Fixed vegetation shader vertex shader variable naming typo 12 лет назад
VegetationDepth.glsl 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 лет назад
VegetationShadow.glsl 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 лет назад
Water.glsl 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 лет назад