Urho3D/bin/CoreData/Shaders/HLSL
2016-07-25 01:39:15 +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 Squashed commit of the following: 2016-07-25 00:54:21 +03:00
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 Squashed commit of the following: 2016-07-25 00:54:21 +03:00
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 instance texture coordinate in HLSL shaders. 2016-04-05 00:32:17 +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 Squashed commit of the following: 2016-07-25 00:54:21 +03:00
Lighting.hlsl Squashed commit of the following: 2016-07-25 00:54:21 +03:00
LitParticle.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
LitSolid.hlsl Use cAmbientColor.rgb where necessary. 2016-07-25 01:31:51 +03:00
PBR.hlsl Squashed commit of the following: 2016-07-25 00:54:21 +03:00
PBRDeferred.hlsl Squashed commit of the following: 2016-07-25 00:54:21 +03:00
PBRLitSolid.hlsl Remove "PS" from Roughness & Metallic uniform names. 2016-07-25 01:39:15 +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 Fix instance texture coordinate in HLSL shaders. 2016-04-05 00:32:17 +03:00
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 Squashed commit of the following: 2016-07-25 00:54:21 +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 Use cAmbientColor.rgb where necessary. 2016-07-25 01:31:51 +03:00
Text.hlsl Fix erroneous UI rendering after compiling the Text shader, by listing texcoord interpolator before color. 2015-03-08 16:15:17 +02:00
Tonemap.hlsl Fix Tonemap shader for D3D11. 2015-03-08 16:23:23 +02:00
Transform.hlsl Cleanup cameraPos function parameter from GLSL directional billboard code. Fix directional billboard face camera rotation calculation when billboards are in model space (relative to node). Related to #1471. 2016-07-15 22:23:38 +03:00
Uniforms.hlsl Remove "PS" from Roughness & Metallic uniform names. 2016-07-25 01:39:15 +03:00
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
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 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
VegetationDepth.hlsl Fix instance texture coordinate in HLSL shaders. 2016-04-05 00:32:17 +03:00
VegetationShadow.hlsl Fix instance texture coordinate in HLSL shaders. 2016-04-05 00:32:17 +03:00
Water.hlsl Prefer to put the instance transform before output variables. 2016-06-06 22:26:37 +03:00