Crypto City
|
f402017686
|
bump max lights per vertex by a lot
|
2023-08-02 06:07:52 +00:00 |
|
Crypto City
|
944b917120
|
Geometry (and hull/compute) shaders by JSandusky
|
2021-12-05 07:51:22 +00:00 |
|
1vanK
|
45f3f12072
|
Fix 35_SignedDistanceFieldText sample for OpenGL ES 2.0
Thanks elix22 https://github.com/urho3d/Urho3D/pull/2544
|
2021-02-01 21:37:23 +03:00 |
|
1vanK
|
e1fa7eb345
|
Typo in the previous commit
|
2020-12-07 18:54:31 +03:00 |
|
gleblebedev
|
c76f0c7712
|
Mobile shaders fixes (#2709)
* Mobile shaders fixes
* Update
* Update
* Update
* Update
Co-authored-by: 1vanK <1vanK@users.noreply.github.com>
|
2020-12-07 18:43:48 +03:00 |
|
1vanK
|
3aa9238dc3
|
Silence "shader does not use the define NOUV" warning
|
2020-12-04 11:59:43 +03:00 |
|
1vanK
|
ab675170e7
|
Fix Skybox by gleblebedev
|
2020-12-04 11:42:21 +03:00 |
|
1vanK
|
5f14c2f529
|
Fix FixCubeLookup()
1023/1024 anways = 0, so this function just didn't work
|
2020-12-04 11:28:07 +03:00 |
|
ssinai1
|
f909775ca7
|
Fix sign typo in AutoExposure.glsl
|
2020-11-11 04:03:20 +03:00 |
|
TEDERIs
|
4116acb500
|
Remove unused gamma variable (#2667)
* Remove unused gamma variable
* Remove unused variables in GLSL
|
2020-07-23 12:48:39 +03:00 |
|
gleblebedev
|
0c65934c04
|
Ambient occlusion in PBR techniques (#2660)
* Ambient occlusion in PBR techniques
* AO to modulate IBL
* AO texture coord fix
|
2020-07-15 15:32:06 +03:00 |
|
gleblebedev
|
c4a8e9b098
|
Vegetation shader and technique bugfixes (#2659)
* Vegetation shader and technique bugfixes
* GLSL bug fix for vegetation shader
* pivot fixed
* Shaders fixed
* Text formatting
|
2020-07-14 04:08:32 +03:00 |
|
1vanK
|
c5b9b4131d
|
Fix vegetation VSM shadows for DirectX
|
2020-07-09 01:04:39 +03:00 |
|
Katekov Anton
|
d103e6ffa7
|
Fix vegetation shader for vsm shadows (#2658)
|
2020-07-07 14:02:06 +03:00 |
|
gleblebedev
|
609f7de618
|
New PBR techniques. New PBR terrain shader. Skybox shader fixed. (#2655)
* New PBR techniques. New PBR terrain shader. Skybox shader fixed.
* Bug fix in original terrain and missing techniques.
* PR cleanup
* Skybox.glsl cleanup
* Terrain added to PBR sample
|
2020-07-02 11:19:43 +03:00 |
|
talarcon
|
b9eb567781
|
Add base pass to pbr emissive technique
|
2020-03-21 15:14:52 +03:00 |
|
Lisandro Bruzzo
|
3f830d4f20
|
Update Vegetation.hlsl
|
2017-09-18 23:35:41 -03:00 |
|
Lisandro Bruzzo
|
a42a299877
|
Update Vegetation.glsl
|
2017-09-18 23:34:37 -03:00 |
|
Lasse Öörni
|
de18c72ce7
|
Cleanup unused code from Renderer. Add "persistent" flag to readable depth buffers in the HWDepth deferred renderpaths. This is required to fix a D3D11 bug leading to garbled display with multiple rendertexture views that use readable depth. Closes #2082.
|
2017-08-20 21:43:45 +03:00 |
|
Lasse Öörni
|
18d5ce2fed
|
Remove unnecessary VS defines from PBR techniques.
|
2017-08-16 13:26:45 +03:00 |
|
Lasse Öörni
|
c2c1d06cd2
|
Remove unused IBL code which requires tangents / bitangents, and do not require tangents for IBL / non-normalmapped. Fix PBR techniques so that VS also refers to NORMALMAP define when necessary, since that is now required to trigger the tangent calculation. Closes #2072.
|
2017-08-16 11:26:51 +03:00 |
|
dragonCASTjosh
|
5498140d84
|
Fixed dark artifact in PBR
|
2017-06-13 16:03:26 +01:00 |
|
dragonCASTjosh
|
eebc9f04c3
|
Fixed sphere light issue
|
2017-06-13 06:01:59 +01:00 |
|
dragonCASTjosh
|
b782b86b2d
|
OpenGL PBR fixes
|
2017-06-13 05:32:46 +01:00 |
|
dragonCASTjosh
|
bf40c8c7c4
|
Changed the diffuse and fresnel models
|
2017-06-13 04:03:48 +01:00 |
|
dragonCASTjosh
|
45d619e80c
|
Possible fix for PBR Artifacts
|
2017-06-12 20:48:33 +01:00 |
|
dragonCASTjosh
|
417ad2966a
|
Small roughness tweek under area lights
|
2017-06-12 00:07:02 +01:00 |
|
dragonCASTjosh
|
e741c50b11
|
Improved Area Lighting
|
2017-06-11 21:37:53 +01:00 |
|
dragonCASTjosh
|
e0cd084c74
|
Improved Sphere lights
|
2017-06-11 20:11:31 +01:00 |
|
Simon Flores
|
3173c6199c
|
Update Transform.glsl
let the user define the number of outputs for advanced rendering effects such as subsurface scattering
|
2017-03-29 23:08:31 -04:00 |
|
hdunderscore
|
25612d6e72
|
Bugfix for vegetation shader and instancing.
|
2017-02-23 14:17:44 +11:00 |
|
Lasse Öörni
|
7d06916bc5
|
Remove semicolon from shader transform (iModelMatrix) macros, as it should instead be part of the statement where the macro is being used. Closes #1829.
|
2017-02-20 21:14:27 +02:00 |
|
Lasse Öörni
|
314a3af082
|
Fix artifacts in SDF text effects when supersampling is off.
|
2017-01-10 11:46:03 +02:00 |
|
1vanK
|
51c6fb5e2d
|
SDF supersampling
|
2017-01-08 16:56:32 +03:00 |
|
Lasse Öörni
|
8b4ddd5289
|
Use ALPHAMAP shader define in Text shader to differentiate between alpha texture (TTF) and RGBA (bitmap fonts). Closes #1750.
|
2017-01-07 19:09:05 +02:00 |
|
Lasse Öörni
|
3e4ca7ae33
|
Move VSM shadow z/w divide to pixel shader so that e.g. shadowed point lights will work much better. Related to #1716.
|
2016-12-17 01:27:51 +02:00 |
|
Lasse Öörni
|
d7cf72563c
|
Fix recent shader change for GLES.
|
2016-11-19 22:28:37 +02:00 |
|
Lasse Öörni
|
ade01f61af
|
Remove isAreaLight variable completely from Light class, as it's unused. Some cleanup / comment changes. Fix PBRDeferred GLSL shader.
|
2016-11-18 10:03:23 +02:00 |
|
Lasse Öörni
|
b8d55583f7
|
Squashed commit of the following:
commit a384431cd1ce230630d6a4522022de919cb55ac9
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Thu Nov 10 00:16:26 2016 +0000
Fixed typing and style errors
commit d4f8ca2eeed2b0196b46bd391e96a511594dc738
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Thu Nov 10 00:14:02 2016 +0000
Removed isAreaLight from attibutes
commit 62d50f3ba94d9c665358dcd7377730d968fde7be
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Mon Nov 7 22:53:45 2016 +0000
Added documentation on area lighting options
commit 53e5844bee5caccc2a37f0dcdac3b8d4a984dd62
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Nov 5 17:15:14 2016 +0000
Fixd spacing
commit 5afa4ec59c1ecd2aa4892d4854e3b954af9cc73f
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Nov 5 06:00:19 2016 +0000
Fixed materials under deferred and light position in the scene
commit 314bc5847a44979b89f46a0272fcf5cd0f04e866
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Nov 5 05:14:27 2016 +0000
Fixed Deferred rendering
commit bde3560de71ab5a33c9cc3a4ee40029567cca5bf
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Nov 5 03:26:54 2016 +0000
Area lighting, improved IBL and improved attenuation for OpenGL
commit 52be0fc67626a9c8901091445be52bdbe99657d1
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Nov 5 01:23:53 2016 +0000
Intergrated Area ligthing with the editor, and improved texture quality
commit 5044bebe3d8799dee687ca676334f4493586d376
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Mon Oct 24 09:25:15 2016 +0100
Tube lighting HLSL
commit f3849a93d1812345b21918a7418d12c8d3e1e3dd
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Mon Oct 24 09:01:10 2016 +0100
Improve IBL
commit 210bfaebb40ed977eb46f0f6f91b3b6a49ec25a7
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Thu Sep 15 12:32:15 2016 +0100
Made sphere lights closer to epics paper
commit c186870e9e79de9572b5302019598ac059af58cf
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Thu Sep 15 11:57:39 2016 +0100
Added sphere light and beginning of tube lights
|
2016-11-18 02:02:05 +02:00 |
|
Lasse Öörni
|
f1cb469a34
|
Fix getting world-space tangent for billboards. Closes #1678.
|
2016-11-09 22:57:34 +02:00 |
|
Lasse Öörni
|
d7f0c06644
|
Fix mistakenly disabled depth test in "shrinking" soft particle techniques. Remove unnecessary abs() function in soft particle shaders when on the "shrinking" path.
|
2016-11-03 20:45:26 +02:00 |
|
Lasse Öörni
|
352a62536c
|
Initialize depth in Deferred & Prepass renderpaths to allow sampling the depth buffer even if no opaque geometry has been rendered. Documentation edits.
|
2016-10-31 19:06:13 +02:00 |
|
Lasse Öörni
|
a04bf5629a
|
Refactored soft particle handling to not use unique renderpath files. Closes #1670.
|
2016-10-31 18:25:54 +02:00 |
|
Lasse Öörni
|
fe65264301
|
Added "expanding" option for soft particles, which requires hardware depth test off. Improve soft particles documentation on the renderpath page. Closes #1623.
|
2016-10-28 22:19:37 +03:00 |
|
Lasse Öörni
|
5804347ab2
|
Reverse saturation fix also for GLSL.
|
2016-10-28 12:46:32 +03:00 |
|
Lasse Öörni
|
3564686a34
|
Fix DeferredSP & PrepassSP renderpaths not clearing depth. Fix reverse saturation of faded billboard on D3D11. Fix depth shader compile error on D3D11 when alphamasked.
|
2016-10-28 12:27:17 +03:00 |
|
Lasse Öörni
|
861a85fb1f
|
Separate unlit particle shaders & techniques for optional soft particle support. Soft particles versions of renderpaths. Soft particle shaders adapted from work by 1vanK & MonkeyFirst (https://github.com/1vanK/Urho3DSoftParticles). Fix Shadow shader failing for billboards. Fix ForwardHWDepth renderpath unnecessarily rendering depth in a separate pass. Closes #1623.
|
2016-10-28 08:36:50 +03:00 |
|
Eugene Kozlov
|
b47a5cbd6d
|
Fix error in Skybox.hlsl when instancing is forced on.
|
2016-10-08 10:41:28 +03:00 |
|
Lasse Öörni
|
7658ad39c7
|
Remove commented out shader code.
|
2016-09-29 20:49:40 +03:00 |
|
Lasse Öörni
|
08b083b323
|
Tightening of shadow related function signatures on GLES. Related to #1607.
|
2016-09-22 16:33:43 +03:00 |
|