Lasse Öörni 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 years ago
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Diff.xml 3004b08f66 Continued shader refactoring. 12 years ago
DiffAO.xml 3004b08f66 Continued shader refactoring. 12 years ago
DiffAOAlpha.xml 3004b08f66 Continued shader refactoring. 12 years ago
DiffAOAlphaMask.xml 3004b08f66 Continued shader refactoring. 12 years ago
DiffAdd.xml 3004b08f66 Continued shader refactoring. 12 years ago
DiffAddAlpha.xml 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 years ago
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 years ago
DiffAlphaMask.xml 3004b08f66 Continued shader refactoring. 12 years ago
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 years ago
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 years ago
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 years ago
DiffEnvCubeAO.xml 49507fa699 Added some more AO techniques. Closes #170. 12 years ago
DiffEnvCubeAOAlpha.xml 49507fa699 Added some more AO techniques. Closes #170. 12 years ago
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 years ago
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 years ago
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 years ago
DiffLitParticleAlpha.xml 70122ed481 Refactored LitParticle shader & technique. Try to reduce error prints for missing shaders in Renderer::GetShader(). 12 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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
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 years ago
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 years ago
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 years ago
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 years ago
DiffSkyplane.xml d4493d3206 Cleaned up the SkyPlane technique. 12 years ago
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 years ago
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 years ago
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 years ago
DiffUnlit.xml a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 years ago
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 years ago
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 years ago
DiffVColAddAlpha.xml 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 years ago
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 years ago
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 years ago
NoTexture.xml 3004b08f66 Continued shader refactoring. 12 years ago
NoTextureAO.xml 49507fa699 Added some more AO techniques. Closes #170. 12 years ago
NoTextureAOAlpha.xml 49507fa699 Added some more AO techniques. Closes #170. 12 years ago
NoTextureAdd.xml 3004b08f66 Continued shader refactoring. 12 years ago
NoTextureAddAlpha.xml 5f86463bb1 Added addalpha techniques for particle effects, where the texture or vertex color alpha should modulate the addition strength. Closes #349. 11 years ago
NoTextureAlpha.xml 3004b08f66 Continued shader refactoring. 12 years ago
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 years ago
NoTextureEnvCubeAO.xml 49507fa699 Added some more AO techniques. Closes #170. 12 years ago
NoTextureEnvCubeAOAlpha.xml 49507fa699 Added some more AO techniques. Closes #170. 12 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
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 years ago
NoTextureUnlit.xml a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 years ago
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 years ago
NoTextureUnlitVCol.xml 854715a47e Fixed NoTextureUnlitVCol technique using the wrong shader, which would cause artifacts with the editor grid in deferred mode. 11 years ago
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 years ago
NoTextureVColAddAlpha.xml 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 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
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 years ago
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 years ago
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 years ago
VegetationDiffUnlit.xml a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 years ago
VegetationDiffUnlitAlphaMask.xml a77018bb6a Allow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques. 12 years ago
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 years ago