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path: root/Shaders/PostProcess/EpipolarLightScattering/private/AtmosphereShadersCommon.fxh (follow)
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* Renamed confusing DepthToNormalizedDeviceZ to CameraZToNormalizedDeviceZassiduous2020-05-241-1/+1
* Scattering FX: improved sampling for scattering integralsassiduous2020-05-051-4/+0
* Light scattering FX: fixed overexposure when looking from spaceEgor Yusov2019-07-021-0/+8
* Epipolar light scattering: removed F*ONE and F*ZERO macrosEgor Yusov2019-07-021-9/+2
* Light scattering posteffect: removed NUM_EPIPOLAR_SLICES and MAX_SAMPLES_IN_S...Egor Yusov2019-06-021-10/+2
* Light scattering posteffect: removed EARTH_RADIUS, ATM_TOP_HEIGHT, ATM_TOP_RA...Egor Yusov2019-06-021-16/+0
* Improved int vs uint handling in shadersEgor Yusov2019-05-061-2/+2
* Added ShaderUtilities.fxh with DepthToNormalizedDeviceZ() functionEgor Yusov2019-04-291-2/+3
* Some final improvements to epipolar light scattering effectEgor Yusov2019-02-161-3/+3
* Moved ToneMapping functions to its own folderEgor Yusov2019-02-151-9/+21
* Moved FullScreenTriangleVS to Common\privateEgor Yusov2019-02-131-7/+1
* Light scattering pp: replaced SCREEN_RESOLUTION macro with CB parameter to av...Egor Yusov2019-02-131-12/+4
* Split Structures.fxh into BasicStructures.fxh and EpipolarLightScatteringStru...Egor Yusov2019-02-111-1/+1
* Renamed ScreenSizeQuad into FullScreenTriangleEgor Yusov2019-02-111-1/+1
* Reworked screen-size quad rendering to use one triangle instead of 2Egor Yusov2019-02-111-2/+3
* Moved all shaders to Shaders folderEgor Yusov2019-02-111-0/+234