Tree @gltf-multiview (Download .tar.gz)
- ..
- AtmosphereShadersCommon.fxh.h
- BasicStructures.fxh.h
- CoarseInsctr.fx.h
- CombineScatteringOrders.fx.h
- ComputeIrradianceMap.psh.h
- ComputeMinMaxShadowMapLevel.fx.h
- ComputeScatteringOrder.fx.h
- ComputeSctrRadiance.fx.h
- CubemapFace.vsh.h
- EpipolarLightScatteringFunctions.fxh.h
- EpipolarLightScatteringStructures.fxh.h
- Extinction.fxh.h
- FullScreenTriangleVS.fx.h
- FullScreenTriangleVSOutput.fxh.h
- GLTF_PBR_PrecomputeCommon.fxh.h
- GLTF_PBR_Shading.fxh.h
- GLTF_PBR_Structures.fxh.h
- GLTF_PBR_VertexProcessing.fxh.h
- InitHighOrderScattering.fx.h
- InitializeMinMaxShadowMap.fx.h
- InterpolateIrradiance.fx.h
- LookUpTables.fxh.h
- MarkRayMarchingSamples.fx.h
- PBR_Common.fxh.h
- PrecomputeAmbientSkyLight.fx.h
- PrecomputeCommon.fxh.h
- PrecomputeGLTF_BRDF.psh.h
- PrecomputeNetDensityToAtmTop.fx.h
- PrecomputeSingleScattering.fx.h
- PrefilterEnvMap.psh.h
- RayMarch.fx.h
- ReconstructCameraSpaceZ.fx.h
- RefineSampleLocations.fx.h
- RenderCoordinateTexture.fx.h
- RenderGLTF_PBR.psh.h
- RenderGLTF_PBR.vsh.h
- RenderSampling.fx.h
- RenderSliceEndPoints.fx.h
- ScatteringIntegrals.fxh.h
- shaders_list.h
- ShaderUtilities.fxh.h
- ShadowConversions.fx.h
- Shadows.fxh.h
- SliceUVDirection.fx.h
- Sun.fx.h
- ToneMapping.fxh.h
- ToneMappingStructures.fxh.h
- UnshadowedScattering.fxh.h
- UnwarpEpipolarScattering.fx.h
- UpdateAverageLuminance.fx.h
- UpdateHighOrderScattering.fx.h
History of
shaders_inc
@gltf-multiview
git clone https://git.s-ol.nu/forks/DiligentFX.git
- Fix misc. typos luz paz 2 years ago
- GLTF PBR Renderer: updated alpha mode shader paramter assiduous 2 years ago
- GLTF PBR Renderer: fixed shader to support cached models that don't have certain texture maps (AO, emissive, etc.) assiduous 2 years ago
- Reworked joints buffer to be dynamic constant buffer assiduous 2 years ago
- GLTF PBR renderer: moved joint transforms into a separate buffer assiduous 2 years ago
- GLTF PBR Renderer: switched to using texture arrays assiduous 2 years ago
- GLTF PBR renderer: updated material shader attribs handling assiduous 2 years ago
- GLTFResourceManager: made allocations ref-counted objects assiduous 2 years ago
- GLTF PBR Renderer: added option to use texture atlas assiduous 2 years ago
- Fixed a couple of minor shader warnings assiduous 3 years ago
- Light scattering FX: updated Ozone absorption coefficients assiduous 3 years ago
- Light scattering FX: added custom Ozone absorption coefficient assiduous 3 years ago
- Epipolar scattering FX: added Ozone approximation that fixes yellow-green sky assiduous 3 years ago
- Updated FullScreenTriangleVS.fx.h assiduous 3 years ago
- Minor update to FullScreenTriangleVS to allow non-separable programs in GL assiduous 3 years ago
- GLTF PBR Renderer: merged mterial info and render params constant buffers assiduous 3 years ago
- Fixed issue with shadow cascades blending assiduous 3 years ago
- Light scattering FX: fixed bug with extinction not taking into account intersection with the Earth assiduous 3 years ago
- Untabified GLTF PBR shaders assiduous 3 years ago
- Renamed confusing DepthToNormalizedDeviceZ to CameraZToNormalizedDeviceZ assiduous 3 years ago
- Reworked GLTF_PBR_GetSurfaceReflectance shader function to not take GLTFMaterialShaderInfo struct as input assiduous 3 years ago
- Changed TARGET_API_VULKAN shader define to more concise VULKAN assiduous 3 years ago
- Updated shadow filtering functions to explicitly take gradients assiduous 3 years ago
- GLTF PBR renderer: added options to use AO and Emissive textures in the shader; updated vertex layout assiduous 3 years ago
- GLTF PBR renderer: fixed issue with perturbed normal computation for alpha-cut materials assiduous 3 years ago
- Renamed uiMaxSamplesOnTheRayAtDepthBreak to better uiNumSamplesOnTheRayAtDepthBreak assiduous 3 years ago
- Scattering FX: enabled control of the number of ray marching samples at depth breaks assiduous 3 years ago
- Added EpipolarLightSatteringFunctions.fxh shader include file assiduous 3 years ago
- Scattering FX: updated Earth radius assiduous 3 years ago
- Scattering FX: improved sampling for scattering integrals assiduous 3 years ago