phoenix-firestorm/indra/newview/app_settings/shaders/class1/deferred
Dave Parks 7d42681501 SL-18239 Unify PBR and non-PBR treatment of ambient/SSAO/irradiance. Restore SSAO to release version. 2022-09-30 10:57:01 -05:00
..
alphaF.glsl SL-18190 WIP -- Take 2 on linear space windlight (more methodical approach -- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders. 2022-09-27 23:32:02 -05:00
alphaV.glsl
aoUtil.glsl SL-18239 Unify PBR and non-PBR treatment of ambient/SSAO/irradiance. Restore SSAO to release version. 2022-09-30 10:57:01 -05:00
attachmentAlphaMaskShadowF.glsl SL-18128 - fix #if !DEPTH_CLAMP in shaders 2022-09-16 16:28:51 -07:00
attachmentAlphaShadowF.glsl SL-18128 - fix #if !DEPTH_CLAMP in shaders 2022-09-16 16:28:51 -07:00
attachmentAlphaShadowV.glsl SL-18128 - fix #if !DEPTH_CLAMP in shaders 2022-09-16 16:28:51 -07:00
attachmentShadowF.glsl
attachmentShadowV.glsl
avatarAlphaMaskShadowF.glsl SL-18128 - fix #if !DEPTH_CLAMP in shaders 2022-09-16 16:28:51 -07:00
avatarAlphaNoColorV.glsl
avatarAlphaShadowF.glsl SL-18128 - fix #if !DEPTH_CLAMP in shaders 2022-09-16 16:28:51 -07:00
avatarAlphaShadowV.glsl SL-18128 - fix #if !DEPTH_CLAMP in shaders 2022-09-16 16:28:51 -07:00
avatarEyesV.glsl
avatarF.glsl
avatarShadowF.glsl
avatarShadowV.glsl
avatarV.glsl
blurLightF.glsl
blurLightV.glsl
bumpF.glsl
bumpV.glsl
cloudShadowF.glsl SL-18190 WIP -- Take 2 on linear space windlight (more methodical approach -- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders. 2022-09-27 23:32:02 -05:00
cloudShadowV.glsl
cloudsF.glsl
cloudsV.glsl
cofF.glsl
deferredUtil.glsl SL-18190 End of linear space odyssey -- just eat the conversions in atmosphericsFuncsF for sunlight and additive, but leave linear ambient in tact. 2022-09-29 18:56:21 -05:00
diffuseAlphaMaskF.glsl
diffuseAlphaMaskIndexedF.glsl
diffuseAlphaMaskNoColorF.glsl
diffuseF.glsl
diffuseIndexedF.glsl
diffuseNoColorV.glsl
diffuseV.glsl
dofCombineF.glsl
emissiveF.glsl
emissiveV.glsl
fullbrightF.glsl SL-18190 Reduce banding (stay in linear space as much as possible, increase precision of reflection probes). Faster radiance and irradiance map generation. 2022-09-20 19:09:26 -05:00
fullbrightShinyF.glsl
fullbrightShinyV.glsl SL-17705 Backwards compatibility pass. Support OpenGL pre-4.0 by disabling reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled. 2022-09-22 17:27:18 -05:00
fullbrightV.glsl
fxaaF.glsl
genbrdflutF.glsl SL-17705 Backwards compatibility pass. Support OpenGL pre-4.0 by disabling reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled. 2022-09-22 17:27:18 -05:00
genbrdflutV.glsl WIP - switch PBR implementations 2022-09-17 01:12:52 -05:00
highlightF.glsl
impostorF.glsl
impostorV.glsl
indirect.glsl
luminanceF.glsl
luminanceV.glsl
materialF.glsl SL-18239 Unify PBR and non-PBR treatment of ambient/SSAO/irradiance. Restore SSAO to release version. 2022-09-30 10:57:01 -05:00
materialV.glsl
moonF.glsl
moonV.glsl
multiPointLightF.glsl
multiPointLightV.glsl
multiSpotLightF.glsl
normgenF.glsl
normgenV.glsl
pbralphaF.glsl Fix coding policy failure for DRTVWR-559 2022-09-29 11:32:23 -07:00
pbralphaV.glsl
pbropaqueF.glsl SL-18190 Reduce banding (stay in linear space as much as possible, increase precision of reflection probes). Faster radiance and irradiance map generation. 2022-09-20 19:09:26 -05:00
pbropaqueV.glsl
pointLightF.glsl
pointLightV.glsl
postDeferredF.glsl
postDeferredGammaCorrect.glsl SL-18190 Reduce banding - tweak noise function. 2022-09-23 18:58:04 -05:00
postDeferredNoDoFF.glsl
postDeferredNoTCV.glsl
postDeferredV.glsl
postgiF.glsl
reflectionProbeF.glsl SL-17705 Backwards compatibility pass. Support OpenGL pre-4.0 by disabling reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled. 2022-09-22 17:27:18 -05:00
shadowAlphaBlendF.glsl
shadowAlphaBlendV.glsl
shadowAlphaMaskF.glsl
shadowAlphaMaskSkinnedV.glsl
shadowAlphaMaskV.glsl
shadowCubeV.glsl
shadowF.glsl
shadowSkinnedV.glsl
shadowUtil.glsl
shadowV.glsl
skyF.glsl
skyV.glsl SL-18190 WIP -- Take 2 on linear space windlight (more methodical approach -- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders. 2022-09-27 23:32:02 -05:00
softenLightF.glsl SL-17705 Backwards compatibility pass. Support OpenGL pre-4.0 by disabling reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled. 2022-09-22 17:27:18 -05:00
softenLightV.glsl
spotLightF.glsl
starsF.glsl
starsV.glsl
sunDiscF.glsl
sunDiscV.glsl
sunLightF.glsl
sunLightNoFragCoordV.glsl
sunLightSSAOF.glsl
sunLightV.glsl
terrainF.glsl
terrainV.glsl
treeF.glsl
treeShadowF.glsl
treeShadowSkinnedV.glsl
treeShadowV.glsl
treeV.glsl
underWaterF.glsl
waterF.glsl SL-18190 Fix for haze color being completely wrong (now it's just half wrong). 2022-09-29 00:19:52 -05:00
waterV.glsl