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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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Squashed commit of the following:
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2016-07-25 00:54:21 +03:00 |
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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Squashed commit of the following:
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2016-07-25 00:54:21 +03:00 |
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 instance texture coordinate in HLSL shaders.
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2016-04-05 00:32:17 +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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Squashed commit of the following:
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2016-07-25 00:54:21 +03:00 |
Lighting.hlsl
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Squashed commit of the following:
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2016-07-25 00:54:21 +03:00 |
LitParticle.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 |
LitSolid.hlsl
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Use cAmbientColor.rgb where necessary.
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2016-07-25 01:31:51 +03:00 |
PBR.hlsl
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Squashed commit of the following:
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2016-07-25 00:54:21 +03:00 |
PBRDeferred.hlsl
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Squashed commit of the following:
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2016-07-25 00:54:21 +03:00 |
PBRLitSolid.hlsl
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Remove "PS" from Roughness & Metallic uniform names.
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2016-07-25 01:39:15 +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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Fix instance texture coordinate in HLSL shaders.
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2016-04-05 00:32:17 +03:00 |
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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Squashed commit of the following:
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2016-07-25 00:54:21 +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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Use cAmbientColor.rgb where necessary.
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2016-07-25 01:31:51 +03:00 |
Text.hlsl
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Fix erroneous UI rendering after compiling the Text shader, by listing texcoord interpolator before color.
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2015-03-08 16:15:17 +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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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.
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2016-07-15 22:23:38 +03:00 |
Uniforms.hlsl
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Remove "PS" from Roughness & Metallic uniform names.
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2016-07-25 01:39:15 +03:00 |
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 |
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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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 |
VegetationDepth.hlsl
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Fix instance texture coordinate in HLSL shaders.
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2016-04-05 00:32:17 +03:00 |
VegetationShadow.hlsl
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Fix instance texture coordinate in HLSL shaders.
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2016-04-05 00:32:17 +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 |