Urho3D/bin/CoreData/Shaders/GLSL
TEDERIs 4116acb500
Remove unused gamma variable (#2667)
* Remove unused gamma variable

* Remove unused variables in GLSL
2020-07-23 12:48:39 +03:00
..
AutoExposure.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
Basic.glsl Initial OpenGL 3.2 support. 2015-03-16 23:36:35 +02:00
Bloom.glsl Unify naming of rendertargets between the Bloom & Blur postprocesses. 2015-11-02 01:41:14 +02:00
BloomHDR.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
Blur.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
BRDF.glsl Fixed dark artifact in PBR 2017-06-13 16:03:26 +01:00
ColorCorrection.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
Constants.glsl OpenGL PBR fixes 2017-06-13 05:32:46 +01:00
CopyFramebuffer.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DeferredLight.glsl Normal offset support in GLSL. Fix deferred specular in GLSL. 2016-05-07 20:20:43 +03:00
Depth.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
Fog.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
FXAA2.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
FXAA3.glsl Fix FXAA3 shader on OpenGL 3. Add non-deprecated aliases for texture2DLod in Samplers.glsl. Thanks to Gunnar Kriik. 2015-06-14 01:55:55 +03:00
GammaCorrection.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
GreyScale.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
IBL.glsl 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. 2017-08-16 11:26:51 +03:00
Lighting.glsl Fix recent shader change for GLES. 2016-11-19 22:28:37 +02:00
LitParticle.glsl Fix mistakenly disabled depth test in "shrinking" soft particle techniques. Remove unnecessary abs() function in soft particle shaders when on the "shrinking" path. 2016-11-03 20:45:26 +02:00
LitSolid.glsl Fix getting world-space tangent for billboards. Closes #1678. 2016-11-09 22:57:34 +02:00
PBR.glsl Fixed dark artifact in PBR 2017-06-13 16:03:26 +01:00
PBRDeferred.glsl Remove isAreaLight variable completely from Light class, as it's unused. Some cleanup / comment changes. Fix PBRDeferred GLSL shader. 2016-11-18 10:03:23 +02:00
PBRLitSolid.glsl Remove unused gamma variable (#2667) 2020-07-23 12:48:39 +03:00
PBRTerrainBlend.glsl Remove unused gamma variable (#2667) 2020-07-23 12:48:39 +03:00
PBRVegetation.glsl Vegetation shader and technique bugfixes (#2659) 2020-07-14 04:08:32 +03:00
PostProcess.glsl Prevent attempting to compile the ColorCorrection function (uses unsupported sampler3D) on GLES. 2015-09-23 10:55:10 +03:00
PrepassLight.glsl Normal offset support in GLSL. Fix deferred specular in GLSL. 2016-05-07 20:20:43 +03:00
Samplers.glsl 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. 2016-06-08 21:30:31 +03:00
ScreenPos.glsl Remove cCameraRot uniform. Instead derive from cViewInv as necessary. Closes #1163. 2016-04-19 23:18:07 +03:00
Shadow.glsl 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.glsl VSM shadow map can be blurred 2015-12-05 13:26:38 +01:00
Skybox.glsl New PBR techniques. New PBR terrain shader. Skybox shader fixed. (#2655) 2020-07-02 11:19:43 +03:00
Skydome.glsl fix skydome glsl error 2016-09-11 13:27:47 +08:00
Stencil.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
TerrainBlend.glsl Use cAmbientColor.rgb where necessary. 2016-07-25 01:31:51 +03:00
Text.glsl Fix artifacts in SDF text effects when supersampling is off. 2017-01-10 11:46:03 +02:00
Tonemap.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
Transform.glsl Update Transform.glsl 2017-03-29 23:08:31 -04:00
Uniforms.glsl Squashed commit of the following: 2016-11-18 02:02:05 +02:00
Unlit.glsl Remove commented out shader code. 2016-09-29 20:49:40 +03:00
UnlitParticle.glsl Fix mistakenly disabled depth test in "shrinking" soft particle techniques. Remove unnecessary abs() function in soft particle shaders when on the "shrinking" path. 2016-11-03 20:45:26 +02:00
Urho2D.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
Vegetation.glsl Vegetation shader and technique bugfixes (#2659) 2020-07-14 04:08:32 +03:00
VegetationDepth.glsl Vegetation shader and technique bugfixes (#2659) 2020-07-14 04:08:32 +03:00
VegetationShadow.glsl Vegetation shader and technique bugfixes (#2659) 2020-07-14 04:08:32 +03:00
Water.glsl Specify high precision for water shader varyings on GLES to fix shaky reflection/refraction texture sampling. Closes #1593. 2016-09-17 00:26:32 +03:00