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AutoExposure.glsl
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3156bd4385
Fix AutoExposure's log luminance calculation, add LumRange parameter and remove Sensitivity parameter.
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12 years ago |
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Basic.glsl
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e0f391b0fc
Started shader refactoring.
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12 years ago |
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Bloom.glsl
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9e37eb4d1e
Refactored the basic postprocess shaders (bloom, greyscale, edgefilter.)
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12 years ago |
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BloomHDR.glsl
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248000b568
Adapted the rest of the postprocess shaders.
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12 years ago |
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Blur.glsl
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d8983e7cff
Converted the Blur shader.
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12 years ago |
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ColorCorrection.glsl
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248000b568
Adapted the rest of the postprocess shaders.
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12 years ago |
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CopyFramebuffer.glsl
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d7251f5f25
Fixed GLSL deferred lighting. Added profiling block for Renderer::GetShader().
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12 years ago |
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DeferredLight.glsl
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1418fb7e83
Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders.
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11 years ago |
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Depth.glsl
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3004b08f66
Continued shader refactoring.
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12 years ago |
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FXAA2.glsl
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f2e6e86a1d
Rename EdgeFilter shader to FXAA2. Rename FXAA shader to FXAA3. Clean up FXAA3 GLSL code and port to HLSL.
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11 years ago |
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FXAA3.glsl
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08bb95e2fb
Converted tabs to spaces to fix weird indentation
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11 years ago |
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Fog.glsl
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3004b08f66
Continued shader refactoring.
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12 years ago |
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GammaCorrection.glsl
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248000b568
Adapted the rest of the postprocess shaders.
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12 years ago |
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GreyScale.glsl
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9e37eb4d1e
Refactored the basic postprocess shaders (bloom, greyscale, edgefilter.)
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12 years ago |
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Lighting.glsl
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1418fb7e83
Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders.
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11 years ago |
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LitParticle.glsl
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1418fb7e83
Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders.
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11 years ago |
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LitSolid.glsl
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1418fb7e83
Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders.
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11 years ago |
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PostProcess.glsl
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219aef9250
Fixed shader error: '*' does not operate on 'int' and 'vec2', in PostProcess.glsl
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11 years ago |
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PrepassLight.glsl
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1418fb7e83
Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders.
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11 years ago |
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Samplers.glsl
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e82b3d53a1
Added support for zones defining a texture (either cube or 3D), that will be available in pixel shaders when rendering objects inside the zone.
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11 years ago |
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ScreenPos.glsl
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3004b08f66
Continued shader refactoring.
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12 years ago |
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Shadow.glsl
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3004b08f66
Continued shader refactoring.
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12 years ago |
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Skybox.glsl
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b6e854eb27
On OpenGL ES offset the skybox slightly in front of the far plane to avoid clipping artifacts from inaccuracy. Closes #517.
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11 years ago |
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Stencil.glsl
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e0f391b0fc
Started shader refactoring.
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12 years ago |
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TerrainBlend.glsl
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59ef9323ae
Calculate terrain detail texture coordinate in vertex shader so that it works better on mobile devices.
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11 years ago |
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Text.glsl
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f8aea4848d
Fix Text.glsl error on Mac OS X.
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11 years ago |
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Tonemap.glsl
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248000b568
Adapted the rest of the postprocess shaders.
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12 years ago |
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Transform.glsl
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e0f391b0fc
Started shader refactoring.
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12 years ago |
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Uniforms.glsl
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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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11 years ago |
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Unlit.glsl
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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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11 years ago |
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Vegetation.glsl
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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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11 years ago |
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VegetationDepth.glsl
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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 years ago |
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VegetationShadow.glsl
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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 years ago |
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Water.glsl
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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 years ago |