Lasse Öörni b6e854eb27 On OpenGL ES offset the skybox slightly in front of the far plane to avoid clipping artifacts from inaccuracy. Closes #517. před 11 roky
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AutoExposure.glsl 3156bd4385 Fix AutoExposure's log luminance calculation, add LumRange parameter and remove Sensitivity parameter. před 12 roky
Basic.glsl e0f391b0fc Started shader refactoring. před 12 roky
Bloom.glsl 9e37eb4d1e Refactored the basic postprocess shaders (bloom, greyscale, edgefilter.) před 12 roky
BloomHDR.glsl 248000b568 Adapted the rest of the postprocess shaders. před 12 roky
Blur.glsl d8983e7cff Converted the Blur shader. před 12 roky
ColorCorrection.glsl 248000b568 Adapted the rest of the postprocess shaders. před 12 roky
CopyFramebuffer.glsl d7251f5f25 Fixed GLSL deferred lighting. Added profiling block for Renderer::GetShader(). před 12 roky
DeferredLight.glsl 1418fb7e83 Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders. před 12 roky
Depth.glsl 3004b08f66 Continued shader refactoring. před 12 roky
FXAA2.glsl f2e6e86a1d Rename EdgeFilter shader to FXAA2. Rename FXAA shader to FXAA3. Clean up FXAA3 GLSL code and port to HLSL. před 11 roky
FXAA3.glsl 08bb95e2fb Converted tabs to spaces to fix weird indentation před 11 roky
Fog.glsl 3004b08f66 Continued shader refactoring. před 12 roky
GammaCorrection.glsl 248000b568 Adapted the rest of the postprocess shaders. před 12 roky
GreyScale.glsl 9e37eb4d1e Refactored the basic postprocess shaders (bloom, greyscale, edgefilter.) před 12 roky
Lighting.glsl 1418fb7e83 Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders. před 12 roky
LitParticle.glsl 1418fb7e83 Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders. před 12 roky
LitSolid.glsl 1418fb7e83 Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders. před 12 roky
PostProcess.glsl 219aef9250 Fixed shader error: '*' does not operate on 'int' and 'vec2', in PostProcess.glsl před 12 roky
PrepassLight.glsl 1418fb7e83 Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders. před 12 roky
Samplers.glsl e82b3d53a1 Added support for zones defining a texture (either cube or 3D), that will be available in pixel shaders when rendering objects inside the zone. před 11 roky
ScreenPos.glsl 3004b08f66 Continued shader refactoring. před 12 roky
Shadow.glsl 3004b08f66 Continued shader refactoring. před 12 roky
Skybox.glsl b6e854eb27 On OpenGL ES offset the skybox slightly in front of the far plane to avoid clipping artifacts from inaccuracy. Closes #517. před 11 roky
Stencil.glsl e0f391b0fc Started shader refactoring. před 12 roky
TerrainBlend.glsl 59ef9323ae Calculate terrain detail texture coordinate in vertex shader so that it works better on mobile devices. před 11 roky
Text.glsl f8aea4848d Fix Text.glsl error on Mac OS X. před 11 roky
Tonemap.glsl 248000b568 Adapted the rest of the postprocess shaders. před 12 roky
Transform.glsl e0f391b0fc Started shader refactoring. před 12 roky
Uniforms.glsl c3425334a3 Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276. před 12 roky
Unlit.glsl c3425334a3 Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276. před 12 roky
Vegetation.glsl c3425334a3 Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276. před 12 roky
VegetationDepth.glsl 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. před 12 roky
VegetationShadow.glsl 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. před 12 roky
Water.glsl 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. před 12 roky