aster2013 d64e21fbbe Fix Text.hlsl typo. [ci skip] 11 years ago
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AutoExposure.hlsl 3156bd4385 Fix AutoExposure's log luminance calculation, add LumRange parameter and remove Sensitivity parameter. 12 years ago
Basic.hlsl 57fd5a36a4 Fixed back-to-front sort mode not working in scene passes. 13 years ago
Bloom.hlsl 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. 13 years ago
BloomHDR.hlsl d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
Blur.hlsl d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
ColorCorrection.hlsl d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
CopyFramebuffer.hlsl 50556078d6 Fix Raspberry-PI build. 12 years ago
DeferredLight.hlsl 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. 11 years ago
Depth.hlsl c0d669ede3 Simplified renderpath depth stencil management, by ensuring that Renderer does not allocate multiple depth buffers of the same size. 13 years ago
FXAA2.hlsl f2e6e86a1d Rename EdgeFilter shader to FXAA2. Rename FXAA shader to FXAA3. Clean up FXAA3 GLSL code and port to HLSL. 11 years ago
FXAA3.hlsl 08bb95e2fb Converted tabs to spaces to fix weird indentation 11 years ago
Fog.hlsl caf080ecbb Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet. 12 years ago
GammaCorrection.hlsl d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
GreyScale.hlsl 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. 13 years ago
Lighting.hlsl 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. 11 years ago
LitParticle.hlsl 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. 11 years ago
LitSolid.hlsl 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 years ago
PostProcess.hlsl d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
PrepassLight.hlsl 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. 11 years ago
Samplers.hlsl 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. 11 years ago
ScreenPos.hlsl caf080ecbb Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet. 12 years ago
Shadow.hlsl e8d549ef7e Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. 13 years ago
Skybox.hlsl 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. 13 years ago
Stencil.hlsl 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. 13 years ago
TerrainBlend.hlsl 59ef9323ae Calculate terrain detail texture coordinate in vertex shader so that it works better on mobile devices. 11 years ago
Text.hlsl d64e21fbbe Fix Text.hlsl typo. [ci skip] 11 years ago
Tonemap.hlsl d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
Transform.hlsl caf080ecbb Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet. 12 years ago
Uniforms.hlsl 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 years ago
Unlit.hlsl cc25bf2089 Fix Unlit HLSL shader in deferred modes. 11 years ago
Vegetation.hlsl 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 years ago
VegetationDepth.hlsl 7d4ee02f53 Compile only Vegatation vertex shaders, combine with LitSolid pixel shaders. 12 years ago
VegetationShadow.hlsl 7d4ee02f53 Compile only Vegatation vertex shaders, combine with LitSolid pixel shaders. 12 years ago
Water.hlsl 2019ff7125 Fix fog calculation in water shader. 12 years ago