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_manifest.lua
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Added r_exposure and tweaked lighting
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2016-01-14 00:59:41 +01:00 |
ambient_lighting.pixel
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Improved linear RGB lighting and added ACES tonemap
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2016-01-13 20:33:16 +01:00 |
ambient_lighting.vertex
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Added ambient pass to make game less dark
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2015-12-24 18:47:16 +01:00 |
AmbientOcclusion_AO.pixel
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Improved linear RGB lighting and added ACES tonemap
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2016-01-13 20:33:16 +01:00 |
AmbientOcclusion_AO.vertex
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SSAO experiment
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2016-01-02 19:28:49 +01:00 |
AmbientOcclusion_blur.pixel
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More SSGI and SSAO bugfixes
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2016-01-11 19:00:20 +01:00 |
AmbientOcclusion_blur.vertex
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Added bilateral blur to SSAO
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2016-01-02 23:59:44 +01:00 |
AmbientOcclusion_minify.pixel
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SSGI and SSAO bugfixes
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2016-01-10 23:47:16 +01:00 |
AmbientOcclusion_minify.vertex
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Framework for hierarchical depth buffer optimization
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2016-01-09 13:38:49 +01:00 |
bink.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
bink.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
bink_gui.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
bink_gui.vertex
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sRGB gamma correct rendering experiment
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2015-04-12 11:11:03 +02:00 |
blendLight.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
blendLight.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
bloodorb1_capture.pixel
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Initial commit
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2012-11-26 12:58:24 -06:00 |
bloodorb1_capture.vertex
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Initial commit
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2012-11-26 12:58:24 -06:00 |
bloodorb2_capture.pixel
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Initial commit
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2012-11-26 12:58:24 -06:00 |
bloodorb2_capture.vertex
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Initial commit
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2012-11-26 12:58:24 -06:00 |
bloodorb3_capture.pixel
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Initial commit
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2012-11-26 12:58:24 -06:00 |
bloodorb3_capture.vertex
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Initial commit
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2012-11-26 12:58:24 -06:00 |
bloodorb_draw.pixel
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Initial commit
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2012-11-26 12:58:24 -06:00 |
bloodorb_draw.vertex
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Initial commit
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2012-11-26 12:58:24 -06:00 |
BRDF.inc
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Implemented experimental direct physically based shading.
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2014-09-27 12:25:41 +02:00 |
bumpyenvironment.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
bumpyenvironment.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
bumpyenvironment_skinned.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
bumpyenvironment_skinned.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
color.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
color.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
colorProcess.pixel
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Initial commit
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2012-11-26 12:58:24 -06:00 |
colorProcess.vertex
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Initial commit
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2012-11-26 12:58:24 -06:00 |
debug_shadowmap.pixel
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Because I can :)
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2014-05-10 14:40:01 +02:00 |
debug_shadowmap.vertex
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Because I can :)
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2014-05-10 14:40:01 +02:00 |
DeepGBufferRadiosity_blur.pixel
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More SSGI and SSAO bugfixes
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2016-01-11 19:00:20 +01:00 |
DeepGBufferRadiosity_blur.vertex
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SSGI radiosity blur
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2016-01-10 17:20:38 +01:00 |
DeepGBufferRadiosity_radiosity.pixel
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Improved linear RGB lighting and added ACES tonemap
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2016-01-13 20:33:16 +01:00 |
DeepGBufferRadiosity_radiosity.vertex
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SSGI radiosity blur
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2016-01-10 17:20:38 +01:00 |
depth.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
depth.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
depth_skinned.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
depth_skinned.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
environment.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
environment.vertex
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sRGB gamma correct rendering experiment
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2015-04-12 11:11:03 +02:00 |
environment_skinned.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
environment_skinned.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
enviroSuit.pixel
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Initial commit
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2012-11-26 12:58:24 -06:00 |
enviroSuit.vertex
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Initial commit
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2012-11-26 12:58:24 -06:00 |
fog.pixel
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sRGB gamma correct rendering experiment
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2015-04-12 11:11:03 +02:00 |
fog.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
fog_skinned.pixel
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sRGB gamma correct rendering experiment
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2015-04-12 11:11:03 +02:00 |
fog_skinned.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
fxaa.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
fxaa.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
gbuffer.pixel
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Hierarchical depth buffer for SSAO works
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2016-01-09 16:23:49 +01:00 |
gbuffer.vertex
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Added bilateral blur to SSAO
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2016-01-02 23:59:44 +01:00 |
global.inc
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Added r_exposure and tweaked lighting
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2016-01-14 00:59:41 +01:00 |
gui.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
gui.vertex
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sRGB gamma correct rendering experiment
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2015-04-12 11:11:03 +02:00 |
hdr_glare_chromatic.pixel
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Added filmic post process effects
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2015-12-23 13:53:21 +01:00 |
hdr_glare_chromatic.vertex
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Added missing renderprogs
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2015-12-20 21:52:38 +01:00 |
heathaze.pixel
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Lighting in linear RGB. One step closer to PBR
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2015-12-30 11:01:57 +01:00 |
heathaze.vertex
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More Cg shader fixes for Mesa and Qualcomm drivers #90
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2014-04-20 17:44:17 +02:00 |
heatHazeWithMask.pixel
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Lighting in linear RGB. One step closer to PBR
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2015-12-30 11:01:57 +01:00 |
heatHazeWithMask.vertex
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More Cg shader fixes for Mesa and Qualcomm drivers #90
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2014-04-20 17:44:17 +02:00 |
heatHazeWithMaskAndVertex.pixel
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Lighting in linear RGB. One step closer to PBR
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2015-12-30 11:01:57 +01:00 |
heatHazeWithMaskAndVertex.vertex
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More Cg shader fixes for Mesa and Qualcomm drivers #90
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2014-04-20 17:44:17 +02:00 |
interaction.pixel
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Added r_exposure and tweaked lighting
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2016-01-14 00:59:41 +01:00 |
interaction.vertex
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Implemented experimental direct physically based shading.
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2014-09-27 12:25:41 +02:00 |
interactionAmbient.pixel
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Merge branch 'SSGI' into HDR-linearRGB
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2016-01-11 19:35:34 +01:00 |
interactionAmbient.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
interactionAmbient_skinned.pixel
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Fixed ambient light so muzzleflash doesn't look like shit in Ultimate BFG
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2015-12-31 12:11:11 +01:00 |
interactionAmbient_skinned.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
interactionSM.pixel
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Added r_exposure and tweaked lighting
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2016-01-14 00:59:41 +01:00 |
interactionSM.vertex
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Implemented experimental direct physically based shading.
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2014-09-27 12:25:41 +02:00 |
motionBlur.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
motionBlur.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
postprocess.pixel
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Tweaked HDR/ambient
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2015-12-25 12:03:59 +01:00 |
postprocess.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
screen.pixel
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Added missing renderprogs
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2015-12-20 21:52:38 +01:00 |
screen.vertex
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Added missing renderprogs
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2015-12-20 21:52:38 +01:00 |
shadow.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
shadow.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
shadow_skinned.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
shadow_skinned.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
shadowDebug.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
shadowDebug.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
shadowDebug_skinned.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
shadowDebug_skinned.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
simpleshade.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
simpleshade.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
skinning.inc
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Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping
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2014-05-11 11:30:56 +02:00 |
skybox.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
skybox.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
SMAA.inc
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Finally, Crytek's SMAA works at leat in SMAA 1x mode
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2015-12-28 23:22:58 +01:00 |
SMAA_blending_weight_calc.pixel
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SMAA debugging
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2015-12-28 21:36:25 +01:00 |
SMAA_blending_weight_calc.vertex
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SMAA debugging
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2015-12-28 21:36:25 +01:00 |
SMAA_edge_detection.pixel
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SMAA debugging
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2015-12-28 21:36:25 +01:00 |
SMAA_edge_detection.vertex
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SMAA debugging
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2015-12-28 21:36:25 +01:00 |
SMAA_final.pixel
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SMAA neighborhood blending shader
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2015-12-28 13:34:39 +01:00 |
SMAA_final.vertex
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SMAA neighborhood blending shader
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2015-12-28 13:34:39 +01:00 |
stereoDeGhost.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
stereoDeGhost.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
stereoInterlace.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
stereoInterlace.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
stereoWarp.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
stereoWarp.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
texture.pixel
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Hierarchical depth buffer for SSAO works
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2016-01-09 16:23:49 +01:00 |
texture.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
texture_color.pixel
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Improved linear RGB lighting and added ACES tonemap
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2016-01-13 20:33:16 +01:00 |
texture_color.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
texture_color_skinned.pixel
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Improved linear RGB lighting and added ACES tonemap
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2016-01-13 20:33:16 +01:00 |
texture_color_skinned.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
texture_color_texgen.pixel
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Improved linear RGB lighting and added ACES tonemap
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2016-01-13 20:33:16 +01:00 |
texture_color_texgen.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
tonemap.pixel
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Added r_exposure and tweaked lighting
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2016-01-14 00:59:41 +01:00 |
tonemap.vertex
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Added missing renderprogs
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2015-12-20 21:52:38 +01:00 |
vertex_color.pixel
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sRGB gamma correct rendering experiment
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2015-04-12 11:11:03 +02:00 |
vertex_color.vertex
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Because I can :)
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2014-05-10 14:40:01 +02:00 |
wobblesky.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
wobblesky.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
zcullReconstruct.pixel
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |
zcullReconstruct.vertex
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Shadersync from private project
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2014-08-02 14:36:46 +02:00 |