Lasse Öörni
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2eca6bf91f
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Use the OUTPOSITION convention in HLSL skydome shader.
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2016-01-22 13:56:30 +02:00 |
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Lasse Öörni
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934de0f75d
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Merge remote-tracking branch 'rasteron/master'
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2016-01-22 13:55:12 +02:00 |
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Lasse Öörni
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cd2c720352
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Fix uniform type in D3D11 constant buffer.
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2016-01-21 19:00:35 +02:00 |
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Lasse Öörni
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1e8335d5a4
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Merge remote-tracking branch 'hjmediastudios/AddViewMatrix'
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2016-01-21 18:38:36 +02:00 |
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rasteron
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6789580e18
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Added Skydome Shaders and Technique
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2016-01-21 16:52:25 +08:00 |
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Nick Royer
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150ddf86ca
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Added uniforms to shader
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2016-01-18 14:34:05 -06:00 |
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Yusuf Umar
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a8d9308abe
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Moving billboard rotate computation from CPU to GPU. Particle with direction should run faster now.
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2016-01-12 19:50:01 +07:00 |
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Yusuf Umar
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353c459e0d
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Adding direction for particle/billboard. It can create pseudo 3d effect inspired by Unity stretched billboard. Can be used by using face camera option 'Rotate Along Direction'.
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2016-01-12 10:46:23 +07:00 |
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Lasse Öörni
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6a3bbb8aab
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Fix D3D11 constant buffers for VSM. Fix editor shadow mode selection. Fix script API for new shadow modes. Fix debughud for new shadow modes. Edit documentation to refer to new shadow modes. Added contributor credit. Some code convention edits, e.g. VSM instead of Vsm. Dump new NinjaSnowWarShaders.xml file.
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2015-12-18 14:22:24 +02:00 |
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Xavier Maupeu
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dbcfc9721e
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merge VSM shadow
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2015-12-17 23:04:48 +01:00 |
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Xavier Maupeu
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cf501d9585
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add functions in Renderer to set shadow softness and VSM shadow parameters
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2015-12-17 19:16:52 +01:00 |
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Xavier Maupeu
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33a278449b
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VSM works with point light and spot light in direct3d9
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2015-12-16 22:53:18 +01:00 |
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Lasse Öörni
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95f3cecc30
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Add the NOUV mechanism for Depth & Shadow HLSL shaders. Document the significance of providing all vertex attributes expected by shader on D3D11. Tabs to spaces in Reference.dox.
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2015-12-15 11:01:10 +02:00 |
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Xavier Maupeu
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e636d44df9
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vsm implementaion for hlsl shaders
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2015-12-05 15:45:07 +01:00 |
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Lasse Öörni
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d13addbbd7
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Fix Vegetation shadow shader for D3D11. Ensure LitSolid changes are ported to Vegetation shader. Put wind related parameters to a custom constant buffer on D3D11. Closes #1052.
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2015-11-23 13:49:00 +02:00 |
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Lasse Öörni
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e1cae7077f
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Ensure matching interpolator order with point lights, critical on D3D11. Closes #1048.
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2015-11-21 12:36:57 +02:00 |
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Lasse Öörni
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e6c75eb229
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Added TRANSLUCENT option to lighting, which takes absolute value of NdotL (only works in forward lighting.) Add example translucent techniques. Closes #1016.
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2015-11-13 17:21:13 +02:00 |
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Lasse Öörni
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6e118d237f
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Unify naming of rendertargets between the Bloom & Blur postprocesses.
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2015-11-02 01:41:14 +02:00 |
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Lasse Öörni
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f59b6334ff
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Fixed Blur.hlsl from MonkeyFirst. Closes #899.
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2015-09-17 12:21:52 +03:00 |
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Lasse Öörni
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70b871ebfa
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Code convention edits. Removed unused variable. Make debug icons use Basic shader for no fog. Do not render debug icons to camera preview viewport. Fixed Basic shader with VERTEXCOLOR define on D3D11.
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2015-08-14 23:09:53 +03:00 |
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Lasse Öörni
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a626021d95
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Fixes for VS texture fetch on D3D11.
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2015-08-06 22:28:05 +03:00 |
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Lasse Öörni
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6f8ed55c0a
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Fix the Depth shader on D3D11. Simplify View code to determine whether a substitute RT for the backbuffer is needed. Fix having to render the hardware depth stencil twice in the ForwardDepth renderpath.
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2015-07-14 19:32:58 +03:00 |
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Lasse Öörni
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2a34d35dec
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Added missing vertex color variation to the LitSolid shaders.
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2015-05-08 12:41:59 +03:00 |
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Lasse Öörni
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c9bb360bf4
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Fix AutoExposure shader on D3D11. Closes #714.
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2015-05-04 21:26:52 +03:00 |
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Lasse Öörni
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aa65cedefd
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Add NOUV define to LitParticle, LitSolid & Unlit HLSL shaders when used as untextured, to prevent vertex layout creation problem on D3D11 when model has no UVs. Remove texcoords from the editor grid as they're no longer necessary. Closes #712.
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2015-04-29 20:09:18 +03:00 |
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Lasse Öörni
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b8c7c59eca
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Configure amount of allowed bones for hardware skinning based on the rendering API. Allow 128 bones on Direct3D 11 & OpenGL 3. Add -mb (maxbones) parameter to AssetImporter & OgreImporter. When using OpenGL 3, allow deferred rendering to use different MRT formats without forcing an RGBA substitute rendertarget.
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2015-03-21 23:22:08 +02:00 |
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Lasse Öörni
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3759570319
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Remove rrr swizzle from lighting shaders to allow the spotlight to be colored. Convert the default spot textures to RGB color to avoid sampling only the R channel on D3D11.
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2015-03-12 21:25:42 +02:00 |
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Lasse Öörni
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4e308f21c3
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3D textures on D3D11. Fixed the ColorCorrection shader.
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2015-03-08 20:16:15 +02:00 |
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Lasse Öörni
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72a153f1a3
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Fix Tonemap shader for D3D11.
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2015-03-08 16:23:23 +02:00 |
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Lasse Öörni
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871fc3abea
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Fix erroneous UI rendering after compiling the Text shader, by listing texcoord interpolator before color.
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2015-03-08 16:15:17 +02:00 |
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Lasse Öörni
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e106f1b389
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D3D11 clip plane support. Check that multisample level is supported. Various shader fixes.
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2015-03-08 02:57:08 +02:00 |
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Lasse Öörni
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b9278e0a94
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Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation.
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2015-03-07 23:02:31 +02:00 |
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Lasse Öörni
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6112220b16
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Cube maps, point light shadows & deferred / light prepass rendering on D3D11.
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2015-03-05 23:32:16 +02:00 |
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Lasse Öörni
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8b49a21587
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Fix shadow alpha mask shader.
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2015-03-05 00:42:19 +02:00 |
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Lasse Öörni
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4542e38b73
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Fix terrain shader on D3D11.
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2015-03-05 00:32:25 +02:00 |
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Lasse Öörni
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17cf79ab82
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D3D11 rendertarget and initial shadow (directional & spot light) support. Fix creating too many rasterizer states for depth bias by quantizing. Fix crash on exit if states failed to create.
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2015-03-05 00:21:21 +02:00 |
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Lasse Öörni
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e919935abd
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Merge back D3D9 & D3D11 shaders using macros. Removed the "custom" constant buffer slot; rather allow to prevent the default material CB from being defined.
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2015-03-02 03:39:21 +02:00 |
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Lasse Öörni
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73c847fbeb
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Separate D3D11 shaders as the compatibility mode did not sample eg. the light ramp texture correctly.
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2015-03-01 19:14:56 +02:00 |
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Lasse Öörni
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d7a16d6713
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Fix potential negative specular lighting. Fix recreating the sampler state when a texture has been reloaded.
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2015-03-01 14:08:01 +02:00 |
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Lasse Öörni
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a1d1f08190
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Split uniforms into constant buffers on D3D11.
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2015-02-28 21:09:41 +02:00 |
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Lasse Öörni
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88080dad31
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Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function.
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2015-02-21 20:53:12 +02:00 |
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Lasse Öörni
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56f64c60b9
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Texture unit refactoring. On desktop ensure continuous range of 8 material texture units, while mobile has 5. Material can define a volume (3D) texture in the volume unit (desktop only.)
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2015-02-15 15:33:16 +02:00 |
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aster2013
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392efab9d7
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Change GetIntensity, make it same to Color::Luma().[ci skip]
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2015-02-04 13:26:41 +08:00 |
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Yao Wei Tjong 姚伟忠
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05a8b79fd2
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
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