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fgdata/Effects/HDR
2021-09-01 04:26:03 +02:00
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adapt-luminance.eff HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
ao.eff HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
atmos-aerial-perspective.eff HDR pipeline: even better atmospheric scattering 2021-07-28 09:40:04 +02:00
atmos-multiple-scattering.eff HDR pipeline: even better atmospheric scattering 2021-07-28 09:40:04 +02:00
atmos-sky-view.eff HDR pipeline: even better atmospheric scattering 2021-07-28 09:40:04 +02:00
atmos-transmittance.eff HDR pipeline: even better atmospheric scattering 2021-07-28 09:40:04 +02:00
bloom-threshold.eff HDR: Improve exposure and bloom handling 2021-07-31 19:13:19 +02:00
blur.eff Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00
copy-prev-luminance.eff HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
envmap-copy.eff HDR: Improve envmap pre-filtering 2021-07-31 19:13:19 +02:00
envmap-prefilter.eff HDR: Improve envmap pre-filtering 2021-07-31 19:13:19 +02:00
envmap-prefilter1.eff HDR: Improve envmap pre-filtering 2021-07-31 19:13:19 +02:00
envmap-prefilter2.eff HDR: Improve envmap pre-filtering 2021-07-31 19:13:19 +02:00
envmap-prefilter3.eff HDR: Improve envmap pre-filtering 2021-07-31 19:13:19 +02:00
envmap-prefilter4.eff HDR: Improve envmap pre-filtering 2021-07-31 19:13:19 +02:00
fxaa.eff HDR: Add SMAA as the default antialiasing technique 2021-08-23 01:05:41 +02:00
gbuffer-debug-clear.eff HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
gbuffer-debug-color.eff HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
gbuffer-debug-depth.eff HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
gbuffer-debug-matid.eff HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
gbuffer-debug-normal.eff HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
gbuffer-debug-orm.eff HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
gtao-denoiser.eff HDR: Implement GTAO (Ground Truth Ambient Occlusion) 2021-09-01 04:26:03 +02:00
gtao.eff HDR: Implement GTAO (Ground Truth Ambient Occlusion) 2021-09-01 04:26:03 +02:00
horizontal-blur.eff Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00
lighting.eff HDR: Implement GTAO (Ground Truth Ambient Occlusion) 2021-09-01 04:26:03 +02:00
luminance.eff Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00
postprocess.eff HDR: Improve exposure and bloom handling 2021-07-31 19:13:19 +02:00
smaa-blending-weight-calculation.eff HDR: Use stencil buffer for optimization purposes 2021-08-23 12:44:26 +02:00
smaa-edge-detection.eff HDR: Use stencil buffer for optimization purposes 2021-08-23 12:44:26 +02:00
smaa-neighborhood-blending.eff HDR: Add SMAA as the default antialiasing technique 2021-08-23 01:05:41 +02:00
trivial.eff Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00
vertical-blur.eff Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00
water-lighting.eff HDR: Water rendering 2021-08-25 04:17:09 +02:00