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fgdata/Shaders/HDR
Stuart Buchanan d723b0b518 WS30 - Uniform Arrays and lighting model
Use Uniform Arrays instead of Texture1D.

Use ambient/diffuse/specular/shininess material
properties consistently across all WS30 shaders.

Use consistent shading model for photoscenery vs.
landclass to minimize visual difference.
2021-11-10 22:58:44 +00:00
..
adapt-luminance.frag HDR: Improve exposure and bloom handling 2021-07-31 19:13:19 +02:00
aerial-perspective-include.frag HDR: Add support for glTF transparent objects 2021-08-19 01:42:32 +02:00
ao.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
atmos-aerial-perspective.frag HDR: Use precomputed uniforms for atmospheric scattering 2021-08-19 12:50:16 +02:00
atmos-include.frag HDR: miscellaneous changes 2021-07-29 08:45:17 +02:00
atmos-multiple-scattering.frag HDR: Use precomputed uniforms for atmospheric scattering 2021-08-19 12:50:16 +02:00
atmos-sky-view.frag HDR: Use precomputed uniforms for atmospheric scattering 2021-08-19 12:50:16 +02:00
atmos-transmittance.frag HDR: Use precomputed uniforms for atmospheric scattering 2021-08-19 12:50:16 +02:00
bloom-threshold.frag HDR: Improve exposure and bloom handling 2021-07-31 19:13:19 +02:00
blur.frag
copy-prev-luminance.frag
envmap-copy.frag HDR: Improve envmap pre-filtering 2021-07-31 19:13:19 +02:00
envmap-prefilter.frag HDR: Improve envmap pre-filtering 2021-07-31 19:13:19 +02:00
envmap-prefilter.vert HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
exposure-include.frag HDR: Improve ACES tone mapping curve 2021-08-25 15:15:57 +02:00
forward.frag
forward.vert
fxaa.frag HDR: Add SMAA as the default antialiasing technique 2021-08-23 01:05:41 +02:00
fxaa.vert HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
gbuffer-debug-clear.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
gbuffer-debug-color.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
gbuffer-debug-depth.frag HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
gbuffer-debug-matid.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
gbuffer-debug-normal.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
gbuffer-debug-orm.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
gbuffer-include.frag HDR: Implement GTAO (Ground Truth Ambient Occlusion) 2021-09-01 04:26:03 +02:00
geometry-chrome.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
geometry-chrome.vert HDR: Port chrome.eff 2021-08-25 14:32:22 +02:00
geometry-combined.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
geometry-combined.vert HDR: Fix model-combined when not using a normal map 2021-08-25 16:49:08 +02:00
geometry-pbr-transparent.frag HDR: Implement GTAO (Ground Truth Ambient Occlusion) 2021-09-01 04:26:03 +02:00
geometry-pbr-transparent.vert HDR: Add support for glTF transparent objects 2021-08-19 01:42:32 +02:00
geometry-pbr.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
geometry-pbr.vert HDR: Support glTF models 2021-08-16 17:10:01 +02:00
geometry-shadow.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
geometry-shadow.vert HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
geometry-transparent.frag HDR: Implement GTAO (Ground Truth Ambient Occlusion) 2021-09-01 04:26:03 +02:00
geometry-transparent.vert HDR: Properly handle AC3D transparent materials 2021-08-19 18:20:37 +02:00
geometry-water.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
geometry-water.vert HDR: Water rendering 2021-08-25 04:17:09 +02:00
geometry.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
geometry.vert HDR: Properly handle AC3D transparent materials 2021-08-19 18:20:37 +02:00
gtao-denoiser.frag HDR: Implement GTAO (Ground Truth Ambient Occlusion) 2021-09-01 04:26:03 +02:00
gtao.frag HDR: Implement GTAO (Ground Truth Ambient Occlusion) 2021-09-01 04:26:03 +02:00
lighting-include.frag HDR: Implement GTAO (Ground Truth Ambient Occlusion) 2021-09-01 04:26:03 +02:00
lighting.frag HDR: Implement GTAO (Ground Truth Ambient Occlusion) 2021-09-01 04:26:03 +02:00
luminance.frag HDR: Improve exposure and bloom handling 2021-07-31 19:13:19 +02:00
postprocess.frag HDR: Improve ACES tone mapping curve 2021-08-25 15:15:57 +02:00
shadows-include.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
skydome.frag HDR: Use precomputed uniforms in the skydome shader 2021-08-19 14:06:25 +02:00
skydome.vert HDR: Fix Earth appearing to be "rounder" than normal 2021-07-29 11:55:01 +02:00
smaa-blending-weight-calculation.frag HDR: Add SMAA as the default antialiasing technique 2021-08-23 01:05:41 +02:00
smaa-blending-weight-calculation.vert HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
smaa-edge-detection.frag HDR: Add SMAA as the default antialiasing technique 2021-08-23 01:05:41 +02:00
smaa-edge-detection.vert HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
smaa-neighborhood-blending.frag HDR: Add SMAA as the default antialiasing technique 2021-08-23 01:05:41 +02:00
smaa-neighborhood-blending.vert HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
trivial-cubemap.vert
trivial-notexcoord.vert HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
trivial-quad.vert HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
trivial.frag
trivial.vert HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
water-lighting.frag HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
ws30.frag WS30 - Uniform Arrays and lighting model 2021-11-10 22:58:44 +00:00