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