Lasse Öörni
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7160a0ab7c
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Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL.
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2016-05-07 20:20:42 +03:00 |
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Lasse Öörni
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2151426adc
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Use proper world space in deferred light shaders. This allows the cLightPos uniform and shadow matrices to behave the same in all passes (simplifies code.) Closes #1335.
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2016-04-23 01:35:41 +03:00 |
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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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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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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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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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