aster2013 d64e21fbbe Fix Text.hlsl typo. [ci skip] 11 лет назад
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AutoExposure.hlsl 3156bd4385 Fix AutoExposure's log luminance calculation, add LumRange parameter and remove Sensitivity parameter. 12 лет назад
Basic.hlsl 57fd5a36a4 Fixed back-to-front sort mode not working in scene passes. 13 лет назад
Bloom.hlsl 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. 13 лет назад
BloomHDR.hlsl d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 лет назад
Blur.hlsl d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 лет назад
ColorCorrection.hlsl d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 лет назад
CopyFramebuffer.hlsl 50556078d6 Fix Raspberry-PI build. 12 лет назад
DeferredLight.hlsl 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. 12 лет назад
Depth.hlsl c0d669ede3 Simplified renderpath depth stencil management, by ensuring that Renderer does not allocate multiple depth buffers of the same size. 13 лет назад
FXAA2.hlsl f2e6e86a1d Rename EdgeFilter shader to FXAA2. Rename FXAA shader to FXAA3. Clean up FXAA3 GLSL code and port to HLSL. 11 лет назад
FXAA3.hlsl 08bb95e2fb Converted tabs to spaces to fix weird indentation 11 лет назад
Fog.hlsl caf080ecbb Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet. 12 лет назад
GammaCorrection.hlsl d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 лет назад
GreyScale.hlsl 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. 13 лет назад
Lighting.hlsl 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. 12 лет назад
LitParticle.hlsl 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. 12 лет назад
LitSolid.hlsl 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. 12 лет назад
PostProcess.hlsl d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 лет назад
PrepassLight.hlsl 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. 12 лет назад
Samplers.hlsl 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. 11 лет назад
ScreenPos.hlsl caf080ecbb Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet. 12 лет назад
Shadow.hlsl e8d549ef7e Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. 13 лет назад
Skybox.hlsl 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. 13 лет назад
Stencil.hlsl 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. 13 лет назад
TerrainBlend.hlsl 59ef9323ae Calculate terrain detail texture coordinate in vertex shader so that it works better on mobile devices. 11 лет назад
Text.hlsl d64e21fbbe Fix Text.hlsl typo. [ci skip] 11 лет назад
Tonemap.hlsl d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 лет назад
Transform.hlsl caf080ecbb Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet. 12 лет назад
Uniforms.hlsl 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. 12 лет назад
Unlit.hlsl cc25bf2089 Fix Unlit HLSL shader in deferred modes. 11 лет назад
Vegetation.hlsl 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. 12 лет назад
VegetationDepth.hlsl 7d4ee02f53 Compile only Vegatation vertex shaders, combine with LitSolid pixel shaders. 12 лет назад
VegetationShadow.hlsl 7d4ee02f53 Compile only Vegatation vertex shaders, combine with LitSolid pixel shaders. 12 лет назад
Water.hlsl 2019ff7125 Fix fog calculation in water shader. 12 лет назад