Lasse Öörni 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 vuotta sitten
..
Diff.xml 3004b08f66 Continued shader refactoring. 12 vuotta sitten
DiffAO.xml 3004b08f66 Continued shader refactoring. 12 vuotta sitten
DiffAOAlpha.xml 3004b08f66 Continued shader refactoring. 12 vuotta sitten
DiffAOAlphaMask.xml 3004b08f66 Continued shader refactoring. 12 vuotta sitten
DiffAdd.xml 3004b08f66 Continued shader refactoring. 12 vuotta sitten
DiffAddAlpha.xml 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 vuotta sitten
DiffAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffAlphaMask.xml 3004b08f66 Continued shader refactoring. 12 vuotta sitten
DiffEmissive.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffEmissiveAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffEnvCube.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffEnvCubeAO.xml 49507fa699 Added some more AO techniques. Closes #170. 12 vuotta sitten
DiffEnvCubeAOAlpha.xml 49507fa699 Added some more AO techniques. Closes #170. 12 vuotta sitten
DiffEnvCubeAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffLightMap.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffLightMapAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffLitParticleAlpha.xml 70122ed481 Refactored LitParticle shader & technique. Try to reduce error prints for missing shaders in Renderer::GetShader(). 12 vuotta sitten
DiffMultiply.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormal.xml 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. 11 vuotta sitten
DiffNormalAO.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalAOAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalAOAlphaMask.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalAlphaMask.xml 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. 11 vuotta sitten
DiffNormalEmissive.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalEmissiveAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalEnvCube.xml 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. 11 vuotta sitten
DiffNormalEnvCubeAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPacked.xml 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. 11 vuotta sitten
DiffNormalPackedAO.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPackedAOAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPackedAOAlphaMask.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPackedAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPackedAlphaMask.xml 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. 11 vuotta sitten
DiffNormalPackedEmissive.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPackedEmissiveAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPackedEnvCube.xml 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. 11 vuotta sitten
DiffNormalPackedEnvCubeAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPackedSpec.xml 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. 11 vuotta sitten
DiffNormalPackedSpecAO.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPackedSpecAOAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPackedSpecAOAlphaMask.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPackedSpecAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPackedSpecAlphaMask.xml 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. 11 vuotta sitten
DiffNormalPackedSpecEmissive.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalPackedSpecEmissiveAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalSpec.xml 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. 11 vuotta sitten
DiffNormalSpecAO.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalSpecAOAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalSpecAOAlphaMask.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalSpecAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalSpecAlphaMask.xml 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. 11 vuotta sitten
DiffNormalSpecEmissive.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffNormalSpecEmissiveAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffOverlay.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffSkybox.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffSkyplane.xml d4493d3206 Cleaned up the SkyPlane technique. 12 vuotta sitten
DiffSpec.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffSpecAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffSpecAlphaMask.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffUnlit.xml a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 vuotta sitten
DiffUnlitAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffVColAdd.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffVColAddAlpha.xml 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 vuotta sitten
DiffVColMultiply.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
DiffVColUnlitAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
NoTexture.xml 3004b08f66 Continued shader refactoring. 12 vuotta sitten
NoTextureAO.xml 49507fa699 Added some more AO techniques. Closes #170. 12 vuotta sitten
NoTextureAOAlpha.xml 49507fa699 Added some more AO techniques. Closes #170. 12 vuotta sitten
NoTextureAdd.xml 3004b08f66 Continued shader refactoring. 12 vuotta sitten
NoTextureAddAlpha.xml 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 vuotta sitten
NoTextureAlpha.xml 3004b08f66 Continued shader refactoring. 12 vuotta sitten
NoTextureEnvCube.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
NoTextureEnvCubeAO.xml 49507fa699 Added some more AO techniques. Closes #170. 12 vuotta sitten
NoTextureEnvCubeAOAlpha.xml 49507fa699 Added some more AO techniques. Closes #170. 12 vuotta sitten
NoTextureEnvCubeAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
NoTextureMultiply.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
NoTextureNormal.xml 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. 11 vuotta sitten
NoTextureNormalAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
NoTextureNormalPacked.xml 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. 11 vuotta sitten
NoTextureNormalPackedAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
NoTextureOverlay.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
NoTextureUnlit.xml a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 vuotta sitten
NoTextureUnlitAlpha.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
NoTextureUnlitVCol.xml 854715a47e Fixed NoTextureUnlitVCol technique using the wrong shader, which would cause artifacts with the editor grid in deferred mode. 11 vuotta sitten
NoTextureVColAdd.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
NoTextureVColAddAlpha.xml 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 vuotta sitten
NoTextureVColMultiply.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
TerrainBlend.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
VegetationDiff.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
VegetationDiffAlphaMask.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten
VegetationDiffUnlit.xml a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 vuotta sitten
VegetationDiffUnlitAlphaMask.xml a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 vuotta sitten
Water.xml 0bcb95e6a2 Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present. 12 vuotta sitten