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AutoExposure.hlsl
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c9bb360bf4
Fix AutoExposure shader on D3D11. Closes #714.
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10 tahun lalu |
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BRDF.hlsl
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5498140d84
Fixed dark artifact in PBR
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8 tahun lalu |
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Basic.hlsl
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b24bcb8928
No longer need to passing camera position to direction billboard vertex buffer because Urho3D already has default uniform to do the job.
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9 tahun lalu |
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Bloom.hlsl
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6e118d237f
Unify naming of rendertargets between the Bloom & Blur postprocesses.
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10 tahun lalu |
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BloomHDR.hlsl
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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.
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11 tahun lalu |
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Blur.hlsl
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f59b6334ff
Fixed Blur.hlsl from MonkeyFirst. Closes #899.
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10 tahun lalu |
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ClearFramebuffer.hlsl
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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.
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11 tahun lalu |
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ColorCorrection.hlsl
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4e308f21c3
3D textures on D3D11. Fixed the ColorCorrection shader.
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11 tahun lalu |
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Constants.hlsl
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bf40c8c7c4
Changed the diffuse and fresnel models
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8 tahun lalu |
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CopyFramebuffer.hlsl
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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.
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11 tahun lalu |
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DeferredLight.hlsl
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7160a0ab7c
Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL.
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9 tahun lalu |
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Depth.hlsl
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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.
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9 tahun lalu |
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FXAA2.hlsl
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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.
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11 tahun lalu |
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FXAA3.hlsl
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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.
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11 tahun lalu |
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Fog.hlsl
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05a8b79fd2
Rename "Bin" subdir to "bin".
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11 tahun lalu |
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GammaCorrection.hlsl
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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.
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11 tahun lalu |
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GreyScale.hlsl
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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.
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11 tahun lalu |
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IBL.hlsl
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5f14c2f529
Fix FixCubeLookup()
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5 tahun lalu |
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Lighting.hlsl
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b8d55583f7
Squashed commit of the following:
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9 tahun lalu |
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LitParticle.hlsl
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d7f0c06644
Fix mistakenly disabled depth test in "shrinking" soft particle techniques. Remove unnecessary abs() function in soft particle shaders when on the "shrinking" path.
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9 tahun lalu |
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LitSolid.hlsl
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f1cb469a34
Fix getting world-space tangent for billboards. Closes #1678.
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9 tahun lalu |
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PBR.hlsl
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bf40c8c7c4
Changed the diffuse and fresnel models
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8 tahun lalu |
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PBRDeferred.hlsl
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b8d55583f7
Squashed commit of the following:
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9 tahun lalu |
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PBRLitSolid.hlsl
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4116acb500
Remove unused gamma variable (#2667)
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5 tahun lalu |
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PBRTerrainBlend.hlsl
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4116acb500
Remove unused gamma variable (#2667)
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5 tahun lalu |
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PBRVegetation.hlsl
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c4a8e9b098
Vegetation shader and technique bugfixes (#2659)
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5 tahun lalu |
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PostProcess.hlsl
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4e308f21c3
3D textures on D3D11. Fixed the ColorCorrection shader.
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11 tahun lalu |
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PrepassLight.hlsl
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7160a0ab7c
Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL.
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9 tahun lalu |
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Samplers.hlsl
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2e44b0b350
Squashed commit of the following:
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9 tahun lalu |
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ScreenPos.hlsl
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ed8740428c
Remove cCameraRot uniform. Instead derive from cViewInv as necessary. Closes #1163.
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9 tahun lalu |
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Shadow.hlsl
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3e4ca7ae33
Move VSM shadow z/w divide to pixel shader so that e.g. shadowed point lights will work much better. Related to #1716.
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9 tahun lalu |
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ShadowBlur.hlsl
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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.
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10 tahun lalu |
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Skybox.hlsl
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609f7de618
New PBR techniques. New PBR terrain shader. Skybox shader fixed. (#2655)
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5 tahun lalu |
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Skydome.hlsl
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2eca6bf91f
Use the OUTPOSITION convention in HLSL skydome shader.
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10 tahun lalu |
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Stencil.hlsl
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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.
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11 tahun lalu |
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TerrainBlend.hlsl
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609f7de618
New PBR techniques. New PBR terrain shader. Skybox shader fixed. (#2655)
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5 tahun lalu |
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Text.hlsl
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314a3af082
Fix artifacts in SDF text effects when supersampling is off.
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9 tahun lalu |
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Tonemap.hlsl
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72a153f1a3
Fix Tonemap shader for D3D11.
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11 tahun lalu |
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Transform.hlsl
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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.
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9 tahun lalu |
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Uniforms.hlsl
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b8d55583f7
Squashed commit of the following:
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9 tahun lalu |
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Unlit.hlsl
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b24bcb8928
No longer need to passing camera position to direction billboard vertex buffer because Urho3D already has default uniform to do the job.
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9 tahun lalu |
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UnlitParticle.hlsl
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d7f0c06644
Fix mistakenly disabled depth test in "shrinking" soft particle techniques. Remove unnecessary abs() function in soft particle shaders when on the "shrinking" path.
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9 tahun lalu |
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Urho2D.hlsl
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e106f1b389
D3D11 clip plane support. Check that multisample level is supported. Various shader fixes.
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11 tahun lalu |
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Vegetation.hlsl
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c4a8e9b098
Vegetation shader and technique bugfixes (#2659)
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5 tahun lalu |
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VegetationDepth.hlsl
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c4a8e9b098
Vegetation shader and technique bugfixes (#2659)
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5 tahun lalu |
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VegetationShadow.hlsl
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c4a8e9b098
Vegetation shader and technique bugfixes (#2659)
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5 tahun lalu |
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Water.hlsl
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c98d52c0a3
Prefer to put the instance transform before output variables.
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9 tahun lalu |