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adapt-luminance.frag
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HDR: Improve exposure and bloom handling
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2021-07-31 19:13:19 +02:00 |
aerial-perspective-include.frag
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HDR: Add support for glTF transparent objects
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2021-08-19 01:42:32 +02:00 |
ao.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
atmos-aerial-perspective.frag
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HDR: Use precomputed uniforms for atmospheric scattering
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2021-08-19 12:50:16 +02:00 |
atmos-include.frag
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HDR: miscellaneous changes
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2021-07-29 08:45:17 +02:00 |
atmos-multiple-scattering.frag
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HDR: Use precomputed uniforms for atmospheric scattering
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2021-08-19 12:50:16 +02:00 |
atmos-sky-view.frag
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HDR: Use precomputed uniforms for atmospheric scattering
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2021-08-19 12:50:16 +02:00 |
atmos-transmittance.frag
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HDR: Use precomputed uniforms for atmospheric scattering
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2021-08-19 12:50:16 +02:00 |
bloom-threshold.frag
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HDR: Improve exposure and bloom handling
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2021-07-31 19:13:19 +02:00 |
blur.frag
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Initial commit of the HDR pipeline
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2021-07-23 07:46:05 +02:00 |
copy-prev-luminance.frag
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Initial commit of the HDR pipeline
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2021-07-23 07:46:05 +02:00 |
envmap-copy.frag
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HDR: Improve envmap pre-filtering
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2021-07-31 19:13:19 +02:00 |
envmap-prefilter.frag
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HDR: Improve envmap pre-filtering
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2021-07-31 19:13:19 +02:00 |
envmap-prefilter.vert
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HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes
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2021-08-31 18:02:38 +02:00 |
exposure-include.frag
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HDR: Improve ACES tone mapping curve
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2021-08-25 15:15:57 +02:00 |
forward.frag
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Initial commit of the HDR pipeline
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2021-07-23 07:46:05 +02:00 |
forward.vert
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Initial commit of the HDR pipeline
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2021-07-23 07:46:05 +02:00 |
fxaa.frag
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HDR: Add SMAA as the default antialiasing technique
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2021-08-23 01:05:41 +02:00 |
fxaa.vert
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HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes
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2021-08-31 18:02:38 +02:00 |
gbuffer-debug-clear.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
gbuffer-debug-color.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
gbuffer-debug-depth.frag
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HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes
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2021-08-31 18:02:38 +02:00 |
gbuffer-debug-matid.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
gbuffer-debug-normal.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
gbuffer-debug-orm.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
gbuffer-include.frag
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HDR: Implement GTAO (Ground Truth Ambient Occlusion)
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2021-09-01 04:26:03 +02:00 |
geometry-chrome.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
geometry-chrome.vert
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HDR: Port chrome.eff
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2021-08-25 14:32:22 +02:00 |
geometry-combined.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
geometry-combined.vert
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HDR: Fix model-combined when not using a normal map
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2021-08-25 16:49:08 +02:00 |
geometry-pbr-transparent.frag
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HDR: Implement GTAO (Ground Truth Ambient Occlusion)
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2021-09-01 04:26:03 +02:00 |
geometry-pbr-transparent.vert
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HDR: Add support for glTF transparent objects
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2021-08-19 01:42:32 +02:00 |
geometry-pbr.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
geometry-pbr.vert
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HDR: Support glTF models
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2021-08-16 17:10:01 +02:00 |
geometry-shadow.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
geometry-shadow.vert
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
geometry-transparent.frag
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HDR: Implement GTAO (Ground Truth Ambient Occlusion)
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2021-09-01 04:26:03 +02:00 |
geometry-transparent.vert
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HDR: Properly handle AC3D transparent materials
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2021-08-19 18:20:37 +02:00 |
geometry-water.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
geometry-water.vert
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HDR: Water rendering
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2021-08-25 04:17:09 +02:00 |
geometry.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
geometry.vert
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HDR: Properly handle AC3D transparent materials
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2021-08-19 18:20:37 +02:00 |
gtao-denoiser.frag
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HDR: Implement GTAO (Ground Truth Ambient Occlusion)
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2021-09-01 04:26:03 +02:00 |
gtao.frag
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HDR: Implement GTAO (Ground Truth Ambient Occlusion)
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2021-09-01 04:26:03 +02:00 |
lighting-include.frag
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HDR: Implement GTAO (Ground Truth Ambient Occlusion)
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2021-09-01 04:26:03 +02:00 |
lighting.frag
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HDR: Implement GTAO (Ground Truth Ambient Occlusion)
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2021-09-01 04:26:03 +02:00 |
luminance.frag
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HDR: Improve exposure and bloom handling
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2021-07-31 19:13:19 +02:00 |
postprocess.frag
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HDR: Improve ACES tone mapping curve
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2021-08-25 15:15:57 +02:00 |
shadows-include.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
skydome.frag
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HDR: Use precomputed uniforms in the skydome shader
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2021-08-19 14:06:25 +02:00 |
skydome.vert
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HDR: Fix Earth appearing to be "rounder" than normal
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2021-07-29 11:55:01 +02:00 |
smaa-blending-weight-calculation.frag
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HDR: Add SMAA as the default antialiasing technique
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2021-08-23 01:05:41 +02:00 |
smaa-blending-weight-calculation.vert
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HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes
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2021-08-31 18:02:38 +02:00 |
smaa-edge-detection.frag
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HDR: Add SMAA as the default antialiasing technique
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2021-08-23 01:05:41 +02:00 |
smaa-edge-detection.vert
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HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes
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2021-08-31 18:02:38 +02:00 |
smaa-neighborhood-blending.frag
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HDR: Add SMAA as the default antialiasing technique
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2021-08-23 01:05:41 +02:00 |
smaa-neighborhood-blending.vert
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HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes
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2021-08-31 18:02:38 +02:00 |
trivial-cubemap.vert
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Initial commit of the HDR pipeline
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2021-07-23 07:46:05 +02:00 |
trivial-notexcoord.vert
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HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes
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2021-08-31 18:02:38 +02:00 |
trivial-quad.vert
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HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes
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2021-08-31 18:02:38 +02:00 |
trivial.frag
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Initial commit of the HDR pipeline
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2021-07-23 07:46:05 +02:00 |
trivial.vert
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HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes
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2021-08-31 18:02:38 +02:00 |
water-lighting.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |
ws30.frag
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HDR: Optimize the G-Buffer and do not separate the occlusion texture
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2021-08-27 00:03:43 +02:00 |