Crypto City
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944b917120
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Geometry (and hull/compute) shaders by JSandusky
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2021-12-05 07:51:22 +00:00 |
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gleblebedev
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c76f0c7712
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Mobile shaders fixes (#2709)
* Mobile shaders fixes
* Update
* Update
* Update
* Update
Co-authored-by: 1vanK <1vanK@users.noreply.github.com>
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2020-12-07 18:43:48 +03:00 |
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Lasse Öörni
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d7f0c06644
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Fix mistakenly disabled depth test in "shrinking" soft particle techniques. Remove unnecessary abs() function in soft particle shaders when on the "shrinking" path.
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2016-11-03 20:45:26 +02:00 |
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Lasse Öörni
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fe65264301
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Added "expanding" option for soft particles, which requires hardware depth test off. Improve soft particles documentation on the renderpath page. Closes #1623.
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2016-10-28 22:19:37 +03:00 |
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Lasse Öörni
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5804347ab2
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Reverse saturation fix also for GLSL.
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2016-10-28 12:46:32 +03:00 |
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Lasse Öörni
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861a85fb1f
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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.
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2016-10-28 08:36:50 +03:00 |
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Lasse Öörni
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f36abeb57c
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Force highp for shadow related samplers, uniforms & varyings on GLES for better shadows on iOS. Note: may be incompatible for some mobile GPU's that don't support highp at all.
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2016-06-08 21:30:31 +03:00 |
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Lasse Öörni
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a123794886
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Normal offset support in GLSL. Fix deferred specular in GLSL.
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2016-05-07 20:20:43 +03:00 |
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Lasse Öörni
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b96f47db61
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Change order of matrix multiplies in GLSL to eliminate need to transpose matrix uniforms and make the order consistent with skinned & instanced rendering.
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2015-02-12 00:05:32 +02:00 |
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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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