.. |
adapt-luminance.eff
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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 |
ao.eff
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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.eff
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HDR pipeline: even better atmospheric scattering
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2021-07-28 09:40:04 +02:00 |
atmos-multiple-scattering.eff
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HDR pipeline: even better atmospheric scattering
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2021-07-28 09:40:04 +02:00 |
atmos-sky-view.eff
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HDR pipeline: even better atmospheric scattering
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2021-07-28 09:40:04 +02:00 |
atmos-transmittance.eff
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HDR pipeline: even better atmospheric scattering
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2021-07-28 09:40:04 +02:00 |
bloom-threshold.eff
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HDR: Improve exposure and bloom handling
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2021-07-31 19:13:19 +02:00 |
blur.eff
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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.eff
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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 |
envmap-copy.eff
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HDR: Improve envmap pre-filtering
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2021-07-31 19:13:19 +02:00 |
envmap-prefilter.eff
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HDR: Improve envmap pre-filtering
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2021-07-31 19:13:19 +02:00 |
envmap-prefilter1.eff
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HDR: Improve envmap pre-filtering
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2021-07-31 19:13:19 +02:00 |
envmap-prefilter2.eff
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HDR: Improve envmap pre-filtering
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2021-07-31 19:13:19 +02:00 |
envmap-prefilter3.eff
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HDR: Improve envmap pre-filtering
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2021-07-31 19:13:19 +02:00 |
envmap-prefilter4.eff
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HDR: Improve envmap pre-filtering
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2021-07-31 19:13:19 +02:00 |
fxaa.eff
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HDR: Add SMAA as the default antialiasing technique
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2021-08-23 01:05:41 +02:00 |
gbuffer-debug-clear.eff
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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.eff
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HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes
|
2021-08-31 18:02:38 +02:00 |
gbuffer-debug-depth.eff
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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.eff
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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-normal.eff
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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-orm.eff
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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 |
gtao-denoiser.eff
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HDR: Implement GTAO (Ground Truth Ambient Occlusion)
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2021-09-01 04:26:03 +02:00 |
gtao.eff
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HDR: Implement GTAO (Ground Truth Ambient Occlusion)
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2021-09-01 04:26:03 +02:00 |
horizontal-blur.eff
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Initial commit of the HDR pipeline
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2021-07-23 07:46:05 +02:00 |
lighting.eff
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HDR: Implement GTAO (Ground Truth Ambient Occlusion)
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2021-09-01 04:26:03 +02:00 |
luminance.eff
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Initial commit of the HDR pipeline
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2021-07-23 07:46:05 +02:00 |
postprocess.eff
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HDR: Improve exposure and bloom handling
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2021-07-31 19:13:19 +02:00 |
smaa-blending-weight-calculation.eff
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HDR: Use stencil buffer for optimization purposes
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2021-08-23 12:44:26 +02:00 |
smaa-edge-detection.eff
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HDR: Use stencil buffer for optimization purposes
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2021-08-23 12:44:26 +02:00 |
smaa-neighborhood-blending.eff
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HDR: Add SMAA as the default antialiasing technique
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2021-08-23 01:05:41 +02:00 |
trivial.eff
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Initial commit of the HDR pipeline
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2021-07-23 07:46:05 +02:00 |
vertical-blur.eff
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Initial commit of the HDR pipeline
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2021-07-23 07:46:05 +02:00 |
water-lighting.eff
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HDR: Water rendering
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2021-08-25 04:17:09 +02:00 |