Lasse Öörni 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 лет назад
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Diff.xml 3004b08f66 Continued shader refactoring. 12 лет назад
DiffAO.xml 3004b08f66 Continued shader refactoring. 12 лет назад
DiffAOAlpha.xml 3004b08f66 Continued shader refactoring. 12 лет назад
DiffAOAlphaMask.xml 3004b08f66 Continued shader refactoring. 12 лет назад
DiffAdd.xml 3004b08f66 Continued shader refactoring. 12 лет назад
DiffAddAlpha.xml 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 лет назад
DiffAlpha.xml 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
DiffAlphaMask.xml 3004b08f66 Continued shader refactoring. 12 лет назад
DiffEmissive.xml 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
DiffEmissiveAlpha.xml 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
DiffEnvCube.xml 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
DiffEnvCubeAO.xml 49507fa699 Added some more AO techniques. Closes #170. 12 лет назад
DiffEnvCubeAOAlpha.xml 49507fa699 Added some more AO techniques. Closes #170. 12 лет назад
DiffEnvCubeAlpha.xml 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
DiffLightMap.xml 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
DiffLightMapAlpha.xml 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
DiffLitParticleAlpha.xml 70122ed481 Refactored LitParticle shader & technique. Try to reduce error prints for missing shaders in Renderer::GetShader(). 12 лет назад
DiffMultiply.xml 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
DiffNormal.xml 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
DiffNormalAO.xml 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
DiffNormalAOAlpha.xml 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
DiffNormalAOAlphaMask.xml 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
DiffNormalAlpha.xml 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
DiffNormalAlphaMask.xml 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
DiffNormalEmissive.xml 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
DiffNormalEmissiveAlpha.xml 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
DiffNormalEnvCube.xml 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
DiffNormalEnvCubeAlpha.xml 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
DiffNormalPacked.xml 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
DiffNormalPackedAO.xml 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
DiffNormalPackedAOAlpha.xml 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
DiffNormalPackedAOAlphaMask.xml 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
DiffNormalPackedAlpha.xml 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
DiffNormalPackedAlphaMask.xml 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
DiffNormalPackedEmissive.xml 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
DiffNormalPackedEmissiveAlpha.xml 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
DiffNormalPackedEnvCube.xml 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
DiffNormalPackedEnvCubeAlpha.xml 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
DiffNormalPackedSpec.xml 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
DiffNormalPackedSpecAO.xml 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
DiffNormalPackedSpecAOAlpha.xml 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
DiffNormalPackedSpecAOAlphaMask.xml 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
DiffNormalPackedSpecAlpha.xml 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
DiffNormalPackedSpecAlphaMask.xml 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
DiffNormalPackedSpecEmissive.xml 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
DiffNormalPackedSpecEmissiveAlpha.xml 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
DiffNormalSpec.xml 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
DiffNormalSpecAO.xml 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
DiffNormalSpecAOAlpha.xml 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
DiffNormalSpecAOAlphaMask.xml 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
DiffNormalSpecAlpha.xml 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
DiffNormalSpecAlphaMask.xml 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
DiffNormalSpecEmissive.xml 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
DiffNormalSpecEmissiveAlpha.xml 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
DiffOverlay.xml 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
DiffSkybox.xml 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
DiffSkyplane.xml d4493d3206 Cleaned up the SkyPlane technique. 12 лет назад
DiffSpec.xml 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
DiffSpecAlpha.xml 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
DiffSpecAlphaMask.xml 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
DiffUnlit.xml a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 лет назад
DiffUnlitAlpha.xml 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
DiffVColAdd.xml 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
DiffVColAddAlpha.xml 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 лет назад
DiffVColMultiply.xml 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
DiffVColUnlitAlpha.xml 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
NoTexture.xml 3004b08f66 Continued shader refactoring. 12 лет назад
NoTextureAO.xml 49507fa699 Added some more AO techniques. Closes #170. 12 лет назад
NoTextureAOAlpha.xml 49507fa699 Added some more AO techniques. Closes #170. 12 лет назад
NoTextureAdd.xml 3004b08f66 Continued shader refactoring. 12 лет назад
NoTextureAddAlpha.xml 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 лет назад
NoTextureAlpha.xml 3004b08f66 Continued shader refactoring. 12 лет назад
NoTextureEnvCube.xml 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
NoTextureEnvCubeAO.xml 49507fa699 Added some more AO techniques. Closes #170. 12 лет назад
NoTextureEnvCubeAOAlpha.xml 49507fa699 Added some more AO techniques. Closes #170. 12 лет назад
NoTextureEnvCubeAlpha.xml 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
NoTextureMultiply.xml 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
NoTextureNormal.xml 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
NoTextureNormalAlpha.xml 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
NoTextureNormalPacked.xml 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
NoTextureNormalPackedAlpha.xml 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
NoTextureOverlay.xml 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
NoTextureUnlit.xml a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 лет назад
NoTextureUnlitAlpha.xml 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
NoTextureUnlitVCol.xml 854715a47e Fixed NoTextureUnlitVCol technique using the wrong shader, which would cause artifacts with the editor grid in deferred mode. 12 лет назад
NoTextureVColAdd.xml 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
NoTextureVColAddAlpha.xml 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 лет назад
NoTextureVColMultiply.xml 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
TerrainBlend.xml 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
VegetationDiff.xml 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
VegetationDiffAlphaMask.xml 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
VegetationDiffUnlit.xml a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 лет назад
VegetationDiffUnlitAlphaMask.xml a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 лет назад
Water.xml 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