Urho3D/bin/CoreData/Shaders/HLSL
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.hlsl Fix AutoExposure shader on D3D11. Closes #714. 2015-05-04 21:26:52 +03:00
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 Unify naming of rendertargets between the Bloom & Blur postprocesses. 2015-11-02 01:41:14 +02:00
BloomHDR.hlsl Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. 2015-03-07 23:02:31 +02:00
Blur.hlsl Fixed Blur.hlsl from MonkeyFirst. Closes #899. 2015-09-17 12:21:52 +03:00
BRDF.hlsl Fixed dark artifact in PBR 2017-06-13 16:03:26 +01:00
ClearFramebuffer.hlsl Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. 2015-03-07 23:02:31 +02:00
ColorCorrection.hlsl 3D textures on D3D11. Fixed the ColorCorrection shader. 2015-03-08 20:16:15 +02:00
Constants.hlsl Changed the diffuse and fresnel models 2017-06-13 04:03:48 +01:00
CopyFramebuffer.hlsl Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. 2015-03-07 23:02:31 +02:00
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 Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
FXAA2.hlsl Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. 2015-03-07 23:02:31 +02:00
FXAA3.hlsl Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. 2015-03-07 23:02:31 +02:00
GammaCorrection.hlsl Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. 2015-03-07 23:02:31 +02:00
GreyScale.hlsl Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. 2015-03-07 23:02:31 +02:00
IBL.hlsl 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.hlsl Squashed commit of the following: 2016-11-18 02:02:05 +02:00
LitParticle.hlsl 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.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 3D textures on D3D11. Fixed the ColorCorrection shader. 2015-03-08 20:16:15 +02:00
PrepassLight.hlsl Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL. 2016-05-07 20:20:42 +03:00
Samplers.hlsl Squashed commit of the following: 2016-04-15 18:56:19 +08:00
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 Fix D3D11 constant buffers for VSM. Fix editor shadow mode selection. Fix script API for new shadow modes. Fix debughud for new shadow modes. Edit documentation to refer to new shadow modes. Added contributor credit. Some code convention edits, e.g. VSM instead of Vsm. Dump new NinjaSnowWarShaders.xml file. 2015-12-18 14:22:24 +02:00
Skybox.hlsl New PBR techniques. New PBR terrain shader. Skybox shader fixed. (#2655) 2020-07-02 11:19:43 +03:00
Skydome.hlsl Use the OUTPOSITION convention in HLSL skydome shader. 2016-01-22 13:56:30 +02:00
Stencil.hlsl Merge back D3D9 & D3D11 shaders using macros. Removed the "custom" constant buffer slot; rather allow to prevent the default material CB from being defined. 2015-03-02 03:39:21 +02:00
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 Fix Tonemap shader for D3D11. 2015-03-08 16:23:23 +02:00
Transform.hlsl Remove semicolon from shader transform (iModelMatrix) macros, as it should instead be part of the statement where the macro is being used. Closes #1829. 2017-02-20 21:14:27 +02:00
Uniforms.hlsl Squashed commit of the following: 2016-11-18 02:02:05 +02:00
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 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.hlsl D3D11 clip plane support. Check that multisample level is supported. Various shader fixes. 2015-03-08 02:57:08 +02:00
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