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