..
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
Initial commit of the HDR pipeline
2021-07-23 07:46:05 +02:00
copy-prev-luminance.frag
Initial commit of the HDR pipeline
2021-07-23 07:46:05 +02:00
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
Initial commit of the HDR pipeline
2021-07-23 07:46:05 +02:00
forward.vert
Initial commit of the HDR pipeline
2021-07-23 07:46:05 +02:00
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
Initial commit of the HDR pipeline
2021-07-23 07:46:05 +02:00
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
Initial commit of the HDR pipeline
2021-07-23 07:46:05 +02:00
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