Lasse Öörni c2c1d06cd2 Remove unused IBL code which requires tangents / bitangents, and do not require tangents for IBL / non-normalmapped. Fix PBR techniques so that VS also refers to NORMALMAP define when necessary, since that is now required to trigger the tangent calculation. Closes #2072. il y a 8 ans
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AutoExposure.hlsl c9bb360bf4 Fix AutoExposure shader on D3D11. Closes #714. il y a 10 ans
BRDF.hlsl 5498140d84 Fixed dark artifact in PBR il y a 8 ans
Basic.hlsl b24bcb8928 No longer need to passing camera position to direction billboard vertex buffer because Urho3D already has default uniform to do the job. il y a 9 ans
Bloom.hlsl 6e118d237f Unify naming of rendertargets between the Bloom & Blur postprocesses. il y a 10 ans
BloomHDR.hlsl b9278e0a94 Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. il y a 11 ans
Blur.hlsl f59b6334ff Fixed Blur.hlsl from MonkeyFirst. Closes #899. il y a 10 ans
ClearFramebuffer.hlsl b9278e0a94 Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. il y a 11 ans
ColorCorrection.hlsl 4e308f21c3 3D textures on D3D11. Fixed the ColorCorrection shader. il y a 11 ans
Constants.hlsl bf40c8c7c4 Changed the diffuse and fresnel models il y a 8 ans
CopyFramebuffer.hlsl b9278e0a94 Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. il y a 11 ans
DeferredLight.hlsl 7160a0ab7c Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL. il y a 9 ans
Depth.hlsl 3564686a34 Fix DeferredSP & PrepassSP renderpaths not clearing depth. Fix reverse saturation of faded billboard on D3D11. Fix depth shader compile error on D3D11 when alphamasked. il y a 9 ans
FXAA2.hlsl b9278e0a94 Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. il y a 11 ans
FXAA3.hlsl b9278e0a94 Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. il y a 11 ans
Fog.hlsl 05a8b79fd2 Rename "Bin" subdir to "bin". il y a 11 ans
GammaCorrection.hlsl b9278e0a94 Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. il y a 11 ans
GreyScale.hlsl b9278e0a94 Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. il y a 11 ans
IBL.hlsl c2c1d06cd2 Remove unused IBL code which requires tangents / bitangents, and do not require tangents for IBL / non-normalmapped. Fix PBR techniques so that VS also refers to NORMALMAP define when necessary, since that is now required to trigger the tangent calculation. Closes #2072. il y a 8 ans
Lighting.hlsl b8d55583f7 Squashed commit of the following: il y a 9 ans
LitParticle.hlsl d7f0c06644 Fix mistakenly disabled depth test in "shrinking" soft particle techniques. Remove unnecessary abs() function in soft particle shaders when on the "shrinking" path. il y a 9 ans
LitSolid.hlsl f1cb469a34 Fix getting world-space tangent for billboards. Closes #1678. il y a 9 ans
PBR.hlsl bf40c8c7c4 Changed the diffuse and fresnel models il y a 8 ans
PBRDeferred.hlsl b8d55583f7 Squashed commit of the following: il y a 9 ans
PBRLitSolid.hlsl c2c1d06cd2 Remove unused IBL code which requires tangents / bitangents, and do not require tangents for IBL / non-normalmapped. Fix PBR techniques so that VS also refers to NORMALMAP define when necessary, since that is now required to trigger the tangent calculation. Closes #2072. il y a 8 ans
PostProcess.hlsl 4e308f21c3 3D textures on D3D11. Fixed the ColorCorrection shader. il y a 11 ans
PrepassLight.hlsl 7160a0ab7c Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL. il y a 9 ans
Samplers.hlsl 2e44b0b350 Squashed commit of the following: il y a 9 ans
ScreenPos.hlsl ed8740428c Remove cCameraRot uniform. Instead derive from cViewInv as necessary. Closes #1163. il y a 9 ans
Shadow.hlsl 3e4ca7ae33 Move VSM shadow z/w divide to pixel shader so that e.g. shadowed point lights will work much better. Related to #1716. il y a 9 ans
ShadowBlur.hlsl 6a3bbb8aab Fix D3D11 constant buffers for VSM. Fix editor shadow mode selection. Fix script API for new shadow modes. Fix debughud for new shadow modes. Edit documentation to refer to new shadow modes. Added contributor credit. Some code convention edits, e.g. VSM instead of Vsm. Dump new NinjaSnowWarShaders.xml file. il y a 10 ans
Skybox.hlsl b47a5cbd6d Fix error in Skybox.hlsl when instancing is forced on. il y a 9 ans
Skydome.hlsl 2eca6bf91f Use the OUTPOSITION convention in HLSL skydome shader. il y a 10 ans
Stencil.hlsl e919935abd Merge back D3D9 & D3D11 shaders using macros. Removed the "custom" constant buffer slot; rather allow to prevent the default material CB from being defined. il y a 11 ans
TerrainBlend.hlsl 6ca0aafd27 Use cAmbientColor.rgb where necessary. il y a 9 ans
Text.hlsl 314a3af082 Fix artifacts in SDF text effects when supersampling is off. il y a 9 ans
Tonemap.hlsl 72a153f1a3 Fix Tonemap shader for D3D11. il y a 11 ans
Transform.hlsl 7d06916bc5 Remove semicolon from shader transform (iModelMatrix) macros, as it should instead be part of the statement where the macro is being used. Closes #1829. il y a 9 ans
Uniforms.hlsl b8d55583f7 Squashed commit of the following: il y a 9 ans
Unlit.hlsl b24bcb8928 No longer need to passing camera position to direction billboard vertex buffer because Urho3D already has default uniform to do the job. il y a 9 ans
UnlitParticle.hlsl d7f0c06644 Fix mistakenly disabled depth test in "shrinking" soft particle techniques. Remove unnecessary abs() function in soft particle shaders when on the "shrinking" path. il y a 9 ans
Urho2D.hlsl e106f1b389 D3D11 clip plane support. Check that multisample level is supported. Various shader fixes. il y a 11 ans
Vegetation.hlsl 25612d6e72 Bugfix for vegetation shader and instancing. il y a 9 ans
VegetationDepth.hlsl 9fd22d3323 Fix instance texture coordinate in HLSL shaders. il y a 9 ans
VegetationShadow.hlsl 9fd22d3323 Fix instance texture coordinate in HLSL shaders. il y a 9 ans
Water.hlsl c98d52c0a3 Prefer to put the instance transform before output variables. il y a 9 ans