Urho3D/bin/CoreData/Shaders/HLSL
2021-12-05 07:51:22 +00:00
..
AutoExposure.hlsl
Basic.hlsl No longer need to passing camera position to direction billboard vertex buffer because Urho3D already has default uniform to do the job. 2016-07-13 18:54:18 +07:00
Bloom.hlsl
BloomHDR.hlsl
Blur.hlsl
BRDF.hlsl Fixed dark artifact in PBR 2017-06-13 16:03:26 +01:00
ClearFramebuffer.hlsl
ColorCorrection.hlsl
Constants.hlsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
CopyFramebuffer.hlsl
DeferredLight.hlsl Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL. 2016-05-07 20:20:42 +03:00
Depth.hlsl 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
Fog.hlsl
FXAA2.hlsl
FXAA3.hlsl
GammaCorrection.hlsl
GreyScale.hlsl
IBL.hlsl Fix FixCubeLookup() 2020-12-04 11:28:07 +03:00
Lighting.hlsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
LitParticle.hlsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
LitSolid.hlsl Fix getting world-space tangent for billboards. Closes #1678. 2016-11-09 22:57:34 +02:00
PBR.hlsl Changed the diffuse and fresnel models 2017-06-13 04:03:48 +01:00
PBRDeferred.hlsl Squashed commit of the following: 2016-11-18 02:02:05 +02:00
PBRLitSolid.hlsl Remove unused gamma variable (#2667) 2020-07-23 12:48:39 +03:00
PBRTerrainBlend.hlsl Remove unused gamma variable (#2667) 2020-07-23 12:48:39 +03:00
PBRVegetation.hlsl Vegetation shader and technique bugfixes (#2659) 2020-07-14 04:08:32 +03:00
PostProcess.hlsl
PrepassLight.hlsl Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL. 2016-05-07 20:20:42 +03:00
Samplers.hlsl
ScreenPos.hlsl Remove cCameraRot uniform. Instead derive from cViewInv as necessary. Closes #1163. 2016-04-19 23:18:07 +03:00
Shadow.hlsl 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
ShadowBlur.hlsl
Skybox.hlsl New PBR techniques. New PBR terrain shader. Skybox shader fixed. (#2655) 2020-07-02 11:19:43 +03:00
Skydome.hlsl
Stencil.hlsl
TerrainBlend.hlsl New PBR techniques. New PBR terrain shader. Skybox shader fixed. (#2655) 2020-07-02 11:19:43 +03:00
Text.hlsl Fix artifacts in SDF text effects when supersampling is off. 2017-01-10 11:46:03 +02:00
Tonemap.hlsl
Transform.hlsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
Uniforms.hlsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
Unlit.hlsl No longer need to passing camera position to direction billboard vertex buffer because Urho3D already has default uniform to do the job. 2016-07-13 18:54:18 +07:00
UnlitParticle.hlsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
Urho2D.hlsl
Vegetation.hlsl Vegetation shader and technique bugfixes (#2659) 2020-07-14 04:08:32 +03:00
VegetationDepth.hlsl Vegetation shader and technique bugfixes (#2659) 2020-07-14 04:08:32 +03:00
VegetationShadow.hlsl Vegetation shader and technique bugfixes (#2659) 2020-07-14 04:08:32 +03:00
Water.hlsl Prefer to put the instance transform before output variables. 2016-06-06 22:26:37 +03:00