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AutoExposure.hlsl
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c9bb360bf4
Fix AutoExposure shader on D3D11. Closes #714.
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10 년 전 |
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BRDF.hlsl
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5498140d84
Fixed dark artifact in PBR
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8 년 전 |
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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 년 전 |
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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 년 전 |
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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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10 년 전 |
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Blur.hlsl
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f59b6334ff
Fixed Blur.hlsl from MonkeyFirst. Closes #899.
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10 년 전 |
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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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10 년 전 |
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ColorCorrection.hlsl
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4e308f21c3
3D textures on D3D11. Fixed the ColorCorrection shader.
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10 년 전 |
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Constants.hlsl
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bf40c8c7c4
Changed the diffuse and fresnel models
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8 년 전 |
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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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10 년 전 |
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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 년 전 |
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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 년 전 |
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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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10 년 전 |
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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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10 년 전 |
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Fog.hlsl
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05a8b79fd2
Rename "Bin" subdir to "bin".
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11 년 전 |
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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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10 년 전 |
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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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10 년 전 |
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IBL.hlsl
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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.
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8 년 전 |
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Lighting.hlsl
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b8d55583f7
Squashed commit of the following:
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9 년 전 |
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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 년 전 |
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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 년 전 |
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PBR.hlsl
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bf40c8c7c4
Changed the diffuse and fresnel models
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8 년 전 |
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PBRDeferred.hlsl
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b8d55583f7
Squashed commit of the following:
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9 년 전 |
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PBRLitSolid.hlsl
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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.
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8 년 전 |
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PostProcess.hlsl
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4e308f21c3
3D textures on D3D11. Fixed the ColorCorrection shader.
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10 년 전 |
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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 년 전 |
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Samplers.hlsl
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2e44b0b350
Squashed commit of the following:
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9 년 전 |
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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 년 전 |
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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 년 전 |
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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 년 전 |
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Skybox.hlsl
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b47a5cbd6d
Fix error in Skybox.hlsl when instancing is forced on.
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9 년 전 |
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Skydome.hlsl
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2eca6bf91f
Use the OUTPOSITION convention in HLSL skydome shader.
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10 년 전 |
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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 년 전 |
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TerrainBlend.hlsl
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6ca0aafd27
Use cAmbientColor.rgb where necessary.
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9 년 전 |
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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 년 전 |
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Tonemap.hlsl
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72a153f1a3
Fix Tonemap shader for D3D11.
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10 년 전 |
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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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8 년 전 |
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Uniforms.hlsl
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b8d55583f7
Squashed commit of the following:
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9 년 전 |
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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 년 전 |
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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 년 전 |
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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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10 년 전 |
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Vegetation.hlsl
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3f830d4f20
Update Vegetation.hlsl
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8 년 전 |
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VegetationDepth.hlsl
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9fd22d3323
Fix instance texture coordinate in HLSL shaders.
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9 년 전 |
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VegetationShadow.hlsl
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9fd22d3323
Fix instance texture coordinate in HLSL shaders.
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9 년 전 |
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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 년 전 |