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AutoExposure.hlsl
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3156bd4385
Fix AutoExposure's log luminance calculation, add LumRange parameter and remove Sensitivity parameter.
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12 år sedan |
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Basic.hlsl
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57fd5a36a4
Fixed back-to-front sort mode not working in scene passes.
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13 år sedan |
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Bloom.hlsl
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5507b006be
Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders.
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13 år sedan |
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BloomHDR.hlsl
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 år sedan |
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Blur.hlsl
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 år sedan |
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ColorCorrection.hlsl
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 år sedan |
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CopyFramebuffer.hlsl
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50556078d6
Fix Raspberry-PI build.
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12 år sedan |
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DeferredLight.hlsl
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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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12 år sedan |
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Depth.hlsl
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c0d669ede3
Simplified renderpath depth stencil management, by ensuring that Renderer does not allocate multiple depth buffers of the same size.
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13 år sedan |
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FXAA2.hlsl
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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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11 år sedan |
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FXAA3.hlsl
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08bb95e2fb
Converted tabs to spaces to fix weird indentation
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11 år sedan |
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Fog.hlsl
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caf080ecbb
Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet.
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12 år sedan |
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GammaCorrection.hlsl
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 år sedan |
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GreyScale.hlsl
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5507b006be
Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders.
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13 år sedan |
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Lighting.hlsl
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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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12 år sedan |
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LitParticle.hlsl
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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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12 år sedan |
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LitSolid.hlsl
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6bfcc28010
Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows.
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12 år sedan |
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PostProcess.hlsl
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 år sedan |
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PrepassLight.hlsl
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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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12 år sedan |
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Samplers.hlsl
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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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11 år sedan |
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ScreenPos.hlsl
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caf080ecbb
Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet.
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12 år sedan |
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Shadow.hlsl
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e8d549ef7e
Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering.
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13 år sedan |
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Skybox.hlsl
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5507b006be
Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders.
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13 år sedan |
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Stencil.hlsl
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5507b006be
Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders.
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13 år sedan |
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TerrainBlend.hlsl
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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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11 år sedan |
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Text.hlsl
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d64e21fbbe
Fix Text.hlsl typo. [ci skip]
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11 år sedan |
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Tonemap.hlsl
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 år sedan |
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Transform.hlsl
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caf080ecbb
Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet.
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12 år sedan |
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Uniforms.hlsl
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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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12 år sedan |
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Unlit.hlsl
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cc25bf2089
Fix Unlit HLSL shader in deferred modes.
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11 år sedan |
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Vegetation.hlsl
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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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12 år sedan |
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VegetationDepth.hlsl
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7d4ee02f53
Compile only Vegatation vertex shaders, combine with LitSolid pixel shaders.
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12 år sedan |
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VegetationShadow.hlsl
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7d4ee02f53
Compile only Vegatation vertex shaders, combine with LitSolid pixel shaders.
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12 år sedan |
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Water.hlsl
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2019ff7125
Fix fog calculation in water shader.
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12 år sedan |