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