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AutoExposure.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
Basic.glsl
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Initial OpenGL 3.2 support.
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2015-03-16 23:36:35 +02:00 |
Bloom.glsl
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Unify naming of rendertargets between the Bloom & Blur postprocesses.
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2015-11-02 01:41:14 +02:00 |
BloomHDR.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
Blur.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
BRDF.glsl
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Fixed dark artifact in PBR
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2017-06-13 16:03:26 +01:00 |
ColorCorrection.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
Constants.glsl
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OpenGL PBR fixes
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2017-06-13 05:32:46 +01:00 |
CopyFramebuffer.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
DeferredLight.glsl
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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 |
Depth.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
Fog.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
FXAA2.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
FXAA3.glsl
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Fix FXAA3 shader on OpenGL 3. Add non-deprecated aliases for texture2DLod in Samplers.glsl. Thanks to Gunnar Kriik.
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2015-06-14 01:55:55 +03:00 |
GammaCorrection.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
GreyScale.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
IBL.glsl
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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.
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2017-08-16 11:26:51 +03:00 |
Lighting.glsl
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Fix recent shader change for GLES.
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2016-11-19 22:28:37 +02:00 |
LitParticle.glsl
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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 |
LitSolid.glsl
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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.glsl
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Fixed dark artifact in PBR
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2017-06-13 16:03:26 +01:00 |
PBRDeferred.glsl
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Remove isAreaLight variable completely from Light class, as it's unused. Some cleanup / comment changes. Fix PBRDeferred GLSL shader.
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2016-11-18 10:03:23 +02:00 |
PBRLitSolid.glsl
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Remove unused gamma variable (#2667)
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2020-07-23 12:48:39 +03:00 |
PBRTerrainBlend.glsl
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Remove unused gamma variable (#2667)
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2020-07-23 12:48:39 +03:00 |
PBRVegetation.glsl
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Vegetation shader and technique bugfixes (#2659)
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2020-07-14 04:08:32 +03:00 |
PostProcess.glsl
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Prevent attempting to compile the ColorCorrection function (uses unsupported sampler3D) on GLES.
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2015-09-23 10:55:10 +03:00 |
PrepassLight.glsl
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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 |
Samplers.glsl
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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 |
ScreenPos.glsl
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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.glsl
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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.glsl
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VSM shadow map can be blurred
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2015-12-05 13:26:38 +01:00 |
Skybox.glsl
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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.glsl
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fix skydome glsl error
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2016-09-11 13:27:47 +08:00 |
Stencil.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
TerrainBlend.glsl
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Use cAmbientColor.rgb where necessary.
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2016-07-25 01:31:51 +03:00 |
Text.glsl
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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.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
Transform.glsl
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Update Transform.glsl
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2017-03-29 23:08:31 -04:00 |
Uniforms.glsl
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Squashed commit of the following:
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2016-11-18 02:02:05 +02:00 |
Unlit.glsl
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Remove commented out shader code.
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2016-09-29 20:49:40 +03:00 |
UnlitParticle.glsl
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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 |
Urho2D.glsl
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
Vegetation.glsl
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Vegetation shader and technique bugfixes (#2659)
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2020-07-14 04:08:32 +03:00 |
VegetationDepth.glsl
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Vegetation shader and technique bugfixes (#2659)
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2020-07-14 04:08:32 +03:00 |
VegetationShadow.glsl
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Vegetation shader and technique bugfixes (#2659)
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2020-07-14 04:08:32 +03:00 |
Water.glsl
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Specify high precision for water shader varyings on GLES to fix shaky reflection/refraction texture sampling. Closes #1593.
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2016-09-17 00:26:32 +03:00 |