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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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před 12 roky |
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Basic.glsl
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e0f391b0fc
Started shader refactoring.
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před 12 roky |
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Bloom.glsl
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9e37eb4d1e
Refactored the basic postprocess shaders (bloom, greyscale, edgefilter.)
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před 12 roky |
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BloomHDR.glsl
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248000b568
Adapted the rest of the postprocess shaders.
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před 12 roky |
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Blur.glsl
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d8983e7cff
Converted the Blur shader.
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před 12 roky |
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ColorCorrection.glsl
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248000b568
Adapted the rest of the postprocess shaders.
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před 12 roky |
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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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před 12 roky |
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DeferredLight.glsl
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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.
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před 12 roky |
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Depth.glsl
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3004b08f66
Continued shader refactoring.
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před 12 roky |
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FXAA2.glsl
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f2e6e86a1d
Rename EdgeFilter shader to FXAA2. Rename FXAA shader to FXAA3. Clean up FXAA3 GLSL code and port to HLSL.
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před 11 roky |
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FXAA3.glsl
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08bb95e2fb
Converted tabs to spaces to fix weird indentation
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před 11 roky |
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Fog.glsl
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3004b08f66
Continued shader refactoring.
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před 12 roky |
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GammaCorrection.glsl
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248000b568
Adapted the rest of the postprocess shaders.
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před 12 roky |
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GreyScale.glsl
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9e37eb4d1e
Refactored the basic postprocess shaders (bloom, greyscale, edgefilter.)
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před 12 roky |
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Lighting.glsl
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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.
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před 12 roky |
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LitParticle.glsl
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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.
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před 12 roky |
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LitSolid.glsl
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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.
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před 12 roky |
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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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před 12 roky |
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PrepassLight.glsl
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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.
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před 12 roky |
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Samplers.glsl
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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.
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před 11 roky |
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ScreenPos.glsl
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3004b08f66
Continued shader refactoring.
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před 12 roky |
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Shadow.glsl
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3004b08f66
Continued shader refactoring.
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před 12 roky |
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Skybox.glsl
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b6e854eb27
On OpenGL ES offset the skybox slightly in front of the far plane to avoid clipping artifacts from inaccuracy. Closes #517.
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před 11 roky |
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Stencil.glsl
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e0f391b0fc
Started shader refactoring.
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před 12 roky |
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TerrainBlend.glsl
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59ef9323ae
Calculate terrain detail texture coordinate in vertex shader so that it works better on mobile devices.
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před 11 roky |
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Text.glsl
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f8aea4848d
Fix Text.glsl error on Mac OS X.
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před 11 roky |
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Tonemap.glsl
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248000b568
Adapted the rest of the postprocess shaders.
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před 12 roky |
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Transform.glsl
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e0f391b0fc
Started shader refactoring.
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před 12 roky |
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Uniforms.glsl
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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.
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před 12 roky |
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Unlit.glsl
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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.
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před 12 roky |
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Vegetation.glsl
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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.
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před 12 roky |
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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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před 12 roky |
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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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před 12 roky |
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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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před 12 roky |