Reorganized HLSL shaders

This commit is contained in:
Robert Beckebans 2021-02-10 16:27:03 +01:00
parent 4be8e85fe0
commit a0eb203aaf
127 changed files with 486 additions and 517 deletions

View file

@ -7,22 +7,121 @@ return
"BRDF.inc.hlsl",
-- shaders
"ambient_lighting.ps.hlsl",
"ambient_lighting.vs.hlsl",
"ambient_lighting_IBL.ps.hlsl",
"ambient_lighting_IBL.vs.hlsl",
"AmbientOcclusion_AO.ps.hlsl",
"AmbientOcclusion_AO.vs.hlsl",
"AmbientOcclusion_blur.ps.hlsl",
"AmbientOcclusion_blur.vs.hlsl",
"AmbientOcclusion_minify.ps.hlsl",
"AmbientOcclusion_minify.vs.hlsl",
"bink.ps.hlsl",
"bink.vs.hlsl",
"bink_gui.ps.hlsl",
"bink_gui.vs.hlsl",
"blendLight.ps.hlsl",
"blendLight.vs.hlsl",
"builtin/debug/debug_shadowmap.ps.hlsl",
"builtin/debug/debug_shadowmap.vs.hlsl",
"builtin/debug/shadowDebug.ps.hlsl",
"builtin/debug/shadowDebug.vs.hlsl",
"builtin/debug/shadowDebug_skinned.ps.hlsl",
"builtin/debug/shadowDebug_skinned.vs.hlsl",
"builtin/debug/octahedron.ps.hlsl",
"builtin/debug/octahedron.vs.hlsl",
"builtin/fog/blendLight.ps.hlsl",
"builtin/fog/blendLight.vs.hlsl",
"builtin/fog/fog.ps.hlsl",
"builtin/fog/fog.vs.hlsl",
"builtin/fog/fog_skinned.ps.hlsl",
"builtin/fog/fog_skinned.vs.hlsl",
"builtin/legacy/bumpyenvironment.ps.hlsl",
"builtin/legacy/bumpyenvironment.vs.hlsl",
"builtin/legacy/bumpyenvironment_skinned.ps.hlsl",
"builtin/legacy/bumpyenvironment_skinned.vs.hlsl",
"builtin/legacy/environment.ps.hlsl",
"builtin/legacy/environment.vs.hlsl",
"builtin/legacy/environment_skinned.ps.hlsl",
"builtin/legacy/environment_skinned.vs.hlsl",
"builtin/legacy/skybox.ps.hlsl",
"builtin/legacy/skybox.vs.hlsl",
"builtin/legacy/wobblesky.ps.hlsl",
"builtin/legacy/wobblesky.vs.hlsl",
"builtin/lighting/ambient_lighting.ps.hlsl",
"builtin/lighting/ambient_lighting.vs.hlsl",
"builtin/lighting/ambient_lighting_IBL.ps.hlsl",
"builtin/lighting/ambient_lighting_IBL.vs.hlsl",
"builtin/lighting/interaction.ps.hlsl",
"builtin/lighting/interaction.vs.hlsl",
"builtin/lighting/interactionAmbient.ps.hlsl",
"builtin/lighting/interactionAmbient.vs.hlsl",
"builtin/lighting/interactionAmbient_skinned.ps.hlsl",
"builtin/lighting/interactionAmbient_skinned.vs.hlsl",
"builtin/lighting/interactionSM.ps.hlsl",
"builtin/lighting/interactionSM.vs.hlsl",
"builtin/lighting/shadow.ps.hlsl",
"builtin/lighting/shadow.vs.hlsl",
"builtin/lighting/shadow_skinned.ps.hlsl",
"builtin/lighting/shadow_skinned.vs.hlsl",
"builtin/post/fxaa.ps.hlsl",
"builtin/post/fxaa.vs.hlsl",
"builtin/post/hdr_glare_chromatic.ps.hlsl",
"builtin/post/hdr_glare_chromatic.vs.hlsl",
"builtin/post/motionBlur.ps.hlsl",
"builtin/post/motionBlur.vs.hlsl",
"builtin/post/postprocess.ps.hlsl",
"builtin/post/postprocess.vs.hlsl",
"builtin/post/screen.ps.hlsl",
"builtin/post/screen.vs.hlsl",
"builtin/post/SMAA_blending_weight_calc.ps.hlsl",
"builtin/post/SMAA_blending_weight_calc.vs.hlsl",
"builtin/post/SMAA_edge_detection.ps.hlsl",
"builtin/post/SMAA_edge_detection.vs.hlsl",
"builtin/post/SMAA_final.ps.hlsl",
"builtin/post/SMAA_final.vs.hlsl",
"builtin/post/tonemap.ps.hlsl",
"builtin/post/tonemap.vs.hlsl",
"builtin/SSAO/AmbientOcclusion_AO.ps.hlsl",
"builtin/SSAO/AmbientOcclusion_AO.vs.hlsl",
"builtin/SSAO/AmbientOcclusion_blur.ps.hlsl",
"builtin/SSAO/AmbientOcclusion_blur.vs.hlsl",
"builtin/SSAO/AmbientOcclusion_minify.ps.hlsl",
"builtin/SSAO/AmbientOcclusion_minify.vs.hlsl",
"builtin/SSGI/DeepGBufferRadiosity_radiosity.ps.hlsl",
"builtin/SSGI/DeepGBufferRadiosity_radiosity.vs.hlsl",
"builtin/SSGI/DeepGBufferRadiosity_blur.ps.hlsl",
"builtin/SSGI/DeepGBufferRadiosity_blur.vs.hlsl",
"builtin/video/bink.ps.hlsl",
"builtin/video/bink.vs.hlsl",
"builtin/video/bink_gui.ps.hlsl",
"builtin/video/bink_gui.vs.hlsl",
"builtin/VR/stereoDeGhost.ps.hlsl",
"builtin/VR/stereoDeGhost.vs.hlsl",
"builtin/VR/stereoInterlace.ps.hlsl",
"builtin/VR/stereoInterlace.vs.hlsl",
"builtin/VR/stereoWarp.ps.hlsl",
"builtin/VR/stereoWarp.vs.hlsl",
"builtin/color.ps.hlsl",
"builtin/color.vs.hlsl",
"builtin/depth.ps.hlsl",
"builtin/depth.vs.hlsl",
"builtin/depth_skinned.ps.hlsl",
"builtin/depth_skinned.vs.hlsl",
"builtin/gbuffer.ps.hlsl",
"builtin/gbuffer.vs.hlsl",
"builtin/gui.ps.hlsl",
"builtin/gui.vs.hlsl",
"builtin/texture.ps.hlsl",
"builtin/texture.vs.hlsl",
"builtin/texture_color.ps.hlsl",
"builtin/texture_color.vs.hlsl",
"builtin/texture_color_skinned.ps.hlsl",
"builtin/texture_color_skinned.vs.hlsl",
"builtin/texture_color_texgen.ps.hlsl",
"builtin/texture_color_texgen.vs.hlsl",
"builtin/vertex_color.ps.hlsl",
"builtin/vertex_color.vs.hlsl",
-- optional shaders required by game materials
"bloodorb1_capture.ps.hlsl",
"bloodorb1_capture.vs.hlsl",
"bloodorb2_capture.ps.hlsl",
@ -31,104 +130,16 @@ return
"bloodorb3_capture.vs.hlsl",
"bloodorb_draw.ps.hlsl",
"bloodorb_draw.vs.hlsl",
"bumpyenvironment.ps.hlsl",
"bumpyenvironment.vs.hlsl",
"bumpyenvironment_skinned.ps.hlsl",
"bumpyenvironment_skinned.vs.hlsl",
"color.ps.hlsl",
"color.vs.hlsl",
"colorProcess.ps.hlsl",
"colorProcess.vs.hlsl",
"DeepGBufferRadiosity_radiosity.ps.hlsl",
"DeepGBufferRadiosity_radiosity.vs.hlsl",
"DeepGBufferRadiosity_blur.ps.hlsl",
"DeepGBufferRadiosity_blur.vs.hlsl",
"debug_shadowmap.ps.hlsl",
"debug_shadowmap.vs.hlsl",
"depth.ps.hlsl",
"depth.vs.hlsl",
"depth_skinned.ps.hlsl",
"depth_skinned.vs.hlsl",
"enviroSuit.ps.hlsl",
"enviroSuit.vs.hlsl",
"environment.ps.hlsl",
"environment.vs.hlsl",
"environment_skinned.ps.hlsl",
"environment_skinned.vs.hlsl",
"fog.ps.hlsl",
"fog.vs.hlsl",
"fog_skinned.ps.hlsl",
"fog_skinned.vs.hlsl",
"fxaa.ps.hlsl",
"fxaa.vs.hlsl",
"gbuffer.ps.hlsl",
"gbuffer.vs.hlsl",
"gui.ps.hlsl",
"gui.vs.hlsl",
"hdr_glare_chromatic.ps.hlsl",
"hdr_glare_chromatic.vs.hlsl",
"heatHazeWithMask.ps.hlsl",
"heatHazeWithMask.vs.hlsl",
"heatHazeWithMaskAndVertex.ps.hlsl",
"heatHazeWithMaskAndVertex.vs.hlsl",
"heathaze.ps.hlsl",
"heathaze.vs.hlsl",
"interaction.ps.hlsl",
"interaction.vs.hlsl",
"interactionAmbient.ps.hlsl",
"interactionAmbient.vs.hlsl",
"interactionAmbient_skinned.ps.hlsl",
"interactionAmbient_skinned.vs.hlsl",
"interactionSM.ps.hlsl",
"interactionSM.vs.hlsl",
"motionBlur.ps.hlsl",
"motionBlur.vs.hlsl",
"octahedron.ps.hlsl",
"octahedron.vs.hlsl",
"postprocess.ps.hlsl",
"postprocess.vs.hlsl",
"screen.ps.hlsl",
"screen.vs.hlsl",
"shadow.ps.hlsl",
"shadow.vs.hlsl",
"shadowDebug.ps.hlsl",
"shadowDebug.vs.hlsl",
"shadowDebug_skinned.ps.hlsl",
"shadowDebug_skinned.vs.hlsl",
"shadow_skinned.ps.hlsl",
"shadow_skinned.vs.hlsl",
"simpleshade.ps.hlsl",
"simpleshade.vs.hlsl",
"skybox.ps.hlsl",
"skybox.vs.hlsl",
"SMAA_blending_weight_calc.ps.hlsl",
"SMAA_blending_weight_calc.vs.hlsl",
"SMAA_edge_detection.ps.hlsl",
"SMAA_edge_detection.vs.hlsl",
"SMAA_final.ps.hlsl",
"SMAA_final.vs.hlsl",
"stereoDeGhost.ps.hlsl",
"stereoDeGhost.vs.hlsl",
"stereoInterlace.ps.hlsl",
"stereoInterlace.vs.hlsl",
"stereoWarp.ps.hlsl",
"stereoWarp.vs.hlsl",
"texture.ps.hlsl",
"texture.vs.hlsl",
"texture_color.ps.hlsl",
"texture_color.vs.hlsl",
"texture_color_skinned.ps.hlsl",
"texture_color_skinned.vs.hlsl",
"texture_color_texgen.ps.hlsl",
"texture_color_texgen.vs.hlsl",
"tonemap.ps.hlsl",
"tonemap.vs.hlsl",
"vertex_color.ps.hlsl",
"vertex_color.vs.hlsl",
"wobblesky.ps.hlsl",
"wobblesky.vs.hlsl",
"zcullReconstruct.ps.hlsl",
"zcullReconstruct.vs.hlsl",
}

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); //_accum

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform float4 rpUser0 : register( c128 ); //rpCenterScale

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); //_accum

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform float4 rpUser0 : register( c128 ); //rpCenterScaleTex0

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); //_accum

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@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform float4 rpUser0 : register( c128 ); //rpCenterScaleTex

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); //_accum

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@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

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@ -29,7 +29,8 @@
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"

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@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN

View file

@ -16,7 +16,8 @@
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register( s0 ); // view normals

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN

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@ -15,7 +15,8 @@
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register( s0 ); // zbuffer

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@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN

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@ -16,7 +16,8 @@
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register( s0 ); // view normals

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN

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@ -1,5 +1,6 @@
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// #version 120 // -*- c++ -*-
// #extension GL_EXT_gpu_shader4 : require

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@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN

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@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

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@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

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@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
/*

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@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

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@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

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@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#if defined(USE_GPU_SKINNING)
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2DArray samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // texture 0 is octahedron cube map

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@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // normal map

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#if defined( USE_GPU_SKINNING )
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform samplerCUBE samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform samplerCUBE samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#if defined( USE_GPU_SKINNING )
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -27,8 +27,10 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "BRDF.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#include "renderprogs/BRDF.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // texture 0 is the per-surface normal map

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#if defined( USE_GPU_SKINNING )
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -27,8 +27,10 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "BRDF.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#include "renderprogs/BRDF.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map
@ -103,7 +105,7 @@ void main( PS_IN fragment, out PS_OUT result )
const half roughness = specMapSRGB.r;
const half glossiness = 1.0 - roughness;
// the vast majority of real-world materials (anything not metal or gems) have F(0°)
// the vast majority of real-world materials (anything not metal or gems) have F(0<EFBFBD>)
// values in a very narrow range (~0.02 - 0.08)
// approximate non-metals with linear RGB 0.04 which is 0.08 * 0.5 (default in UE4)

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#if defined( USE_GPU_SKINNING )
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -28,8 +28,10 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "BRDF.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#include "renderprogs/BRDF.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map
@ -394,7 +396,7 @@ void main( PS_IN fragment, out PS_OUT result )
const half roughness = specMapSRGB.r;
const half glossiness = 1.0 - roughness;
// the vast majority of real-world materials (anything not metal or gems) have F(0°)
// the vast majority of real-world materials (anything not metal or gems) have F(0<EFBFBD>)
// values in a very narrow range (~0.02 - 0.08)
// approximate non-metals with linear RGB 0.04 which is 0.08 * 0.5 (default in UE4)

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#if defined( USE_GPU_SKINNING )
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#define SMAA_INCLUDE_VS 0
#define SMAA_INCLUDE_PS 1

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#define SMAA_INCLUDE_VS 0
#define SMAA_INCLUDE_PS 1

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#define SMAA_INCLUDE_VS 0
#define SMAA_INCLUDE_PS 1

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
#define FXAA_GREEN_AS_LUMA 1
#define FXAA_EARLY_EXIT 0
#include "Fxaa3_11.h"

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // view color

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -29,7 +29,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -27,7 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // texture 0 is _currentRender

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc.hlsl"
#include "renderprogs/global.inc.hlsl"
// *INDENT-OFF*
struct VS_IN {

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