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AutoExposure.hlsl
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Basic.hlsl
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No longer need to passing camera position to direction billboard vertex buffer because Urho3D already has default uniform to do the job.
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2016-07-13 18:54:18 +07:00 |
Bloom.hlsl
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BloomHDR.hlsl
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Blur.hlsl
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BRDF.hlsl
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Fixed dark artifact in PBR
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2017-06-13 16:03:26 +01:00 |
ClearFramebuffer.hlsl
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ColorCorrection.hlsl
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Constants.hlsl
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Geometry (and hull/compute) shaders by JSandusky
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2021-12-05 07:51:22 +00:00 |
CopyFramebuffer.hlsl
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DeferredLight.hlsl
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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 |
Depth.hlsl
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Fix DeferredSP & PrepassSP renderpaths not clearing depth. Fix reverse saturation of faded billboard on D3D11. Fix depth shader compile error on D3D11 when alphamasked.
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2016-10-28 12:27:17 +03:00 |
Fog.hlsl
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FXAA2.hlsl
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FXAA3.hlsl
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GammaCorrection.hlsl
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GreyScale.hlsl
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IBL.hlsl
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Fix FixCubeLookup()
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2020-12-04 11:28:07 +03:00 |
Lighting.hlsl
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Geometry (and hull/compute) shaders by JSandusky
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2021-12-05 07:51:22 +00:00 |
LitParticle.hlsl
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Geometry (and hull/compute) shaders by JSandusky
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2021-12-05 07:51:22 +00:00 |
LitSolid.hlsl
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Fix getting world-space tangent for billboards. Closes #1678.
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2016-11-09 22:57:34 +02:00 |
PBR.hlsl
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Changed the diffuse and fresnel models
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2017-06-13 04:03:48 +01:00 |
PBRDeferred.hlsl
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Squashed commit of the following:
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2016-11-18 02:02:05 +02:00 |
PBRLitSolid.hlsl
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Remove unused gamma variable (#2667)
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2020-07-23 12:48:39 +03:00 |
PBRTerrainBlend.hlsl
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Remove unused gamma variable (#2667)
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2020-07-23 12:48:39 +03:00 |
PBRVegetation.hlsl
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Vegetation shader and technique bugfixes (#2659)
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2020-07-14 04:08:32 +03:00 |
PostProcess.hlsl
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PrepassLight.hlsl
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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 |
Samplers.hlsl
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ScreenPos.hlsl
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Remove cCameraRot uniform. Instead derive from cViewInv as necessary. Closes #1163.
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2016-04-19 23:18:07 +03:00 |
Shadow.hlsl
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Move VSM shadow z/w divide to pixel shader so that e.g. shadowed point lights will work much better. Related to #1716.
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2016-12-17 01:27:51 +02:00 |
ShadowBlur.hlsl
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Skybox.hlsl
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New PBR techniques. New PBR terrain shader. Skybox shader fixed. (#2655)
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2020-07-02 11:19:43 +03:00 |
Skydome.hlsl
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Stencil.hlsl
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TerrainBlend.hlsl
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New PBR techniques. New PBR terrain shader. Skybox shader fixed. (#2655)
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2020-07-02 11:19:43 +03:00 |
Text.hlsl
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Fix artifacts in SDF text effects when supersampling is off.
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2017-01-10 11:46:03 +02:00 |
Tonemap.hlsl
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Transform.hlsl
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Geometry (and hull/compute) shaders by JSandusky
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2021-12-05 07:51:22 +00:00 |
Uniforms.hlsl
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Geometry (and hull/compute) shaders by JSandusky
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2021-12-05 07:51:22 +00:00 |
Unlit.hlsl
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No longer need to passing camera position to direction billboard vertex buffer because Urho3D already has default uniform to do the job.
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2016-07-13 18:54:18 +07:00 |
UnlitParticle.hlsl
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Geometry (and hull/compute) shaders by JSandusky
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2021-12-05 07:51:22 +00:00 |
Urho2D.hlsl
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Vegetation.hlsl
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Vegetation shader and technique bugfixes (#2659)
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2020-07-14 04:08:32 +03:00 |
VegetationDepth.hlsl
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Vegetation shader and technique bugfixes (#2659)
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2020-07-14 04:08:32 +03:00 |
VegetationShadow.hlsl
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Vegetation shader and technique bugfixes (#2659)
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2020-07-14 04:08:32 +03:00 |
Water.hlsl
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Prefer to put the instance transform before output variables.
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2016-06-06 22:26:37 +03:00 |