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AutoExposure.hlsl
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Fix AutoExposure shader on D3D11. Closes #714.
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2015-05-04 21:26:52 +03:00 |
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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Unify naming of rendertargets between the Bloom & Blur postprocesses.
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2015-11-02 01:41:14 +02:00 |
BloomHDR.hlsl
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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.
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2015-03-07 23:02:31 +02:00 |
Blur.hlsl
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Fixed Blur.hlsl from MonkeyFirst. Closes #899.
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2015-09-17 12:21:52 +03:00 |
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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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.
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2015-03-07 23:02:31 +02:00 |
ColorCorrection.hlsl
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3D textures on D3D11. Fixed the ColorCorrection shader.
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2015-03-08 20:16:15 +02:00 |
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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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.
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2015-03-07 23:02:31 +02:00 |
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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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
FXAA2.hlsl
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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.
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2015-03-07 23:02:31 +02:00 |
FXAA3.hlsl
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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.
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2015-03-07 23:02:31 +02:00 |
GammaCorrection.hlsl
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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.
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2015-03-07 23:02:31 +02:00 |
GreyScale.hlsl
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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.
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2015-03-07 23:02:31 +02:00 |
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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3D textures on D3D11. Fixed the ColorCorrection shader.
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2015-03-08 20:16:15 +02:00 |
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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Squashed commit of the following:
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2016-04-15 18:56:19 +08:00 |
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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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.
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2015-12-18 14:22:24 +02:00 |
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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Use the OUTPOSITION convention in HLSL skydome shader.
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2016-01-22 13:56:30 +02:00 |
Stencil.hlsl
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Merge back D3D9 & D3D11 shaders using macros. Removed the "custom" constant buffer slot; rather allow to prevent the default material CB from being defined.
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2015-03-02 03:39:21 +02:00 |
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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Fix Tonemap shader for D3D11.
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2015-03-08 16:23:23 +02:00 |
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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D3D11 clip plane support. Check that multisample level is supported. Various shader fixes.
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2015-03-08 02:57:08 +02:00 |
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 |