brdf.glsl
|
brdf cleanup
|
2017-06-21 19:51:38 +02:00 |
conetrace.glsl
|
Atomic ops for voxels
|
2017-08-03 14:01:04 +02:00 |
dof.glsl
|
Roll dof
|
2017-07-31 14:30:56 +02:00 |
filters.glsl
|
Super-sampling resolve
|
2017-04-26 17:37:30 +02:00 |
gbuffer.glsl
|
Separate SSRS
|
2017-07-05 23:26:13 +02:00 |
imageatomic.glsl
|
Atomic ops for voxels
|
2017-08-03 14:01:04 +02:00 |
ltc.glsl
|
Two-sided area lamps
|
2017-05-13 00:05:50 +02:00 |
math.glsl
|
VGI work
|
2017-02-22 15:50:19 +01:00 |
normals.glsl
|
Rename abs to world for clarity
|
2017-07-14 11:43:12 +02:00 |
sdf.glsl
|
DFGI test
|
2017-08-02 11:46:54 +02:00 |
shadows.glsl
|
Fix volumetric light
|
2017-05-22 15:55:34 +02:00 |
shadows_pcss.glsl
|
Merge logic nodes
|
2017-03-21 03:06:38 +01:00 |
shirr.glsl
|
Use float4s to prevent padding
|
2017-02-07 11:50:21 +01:00 |
skinning.glsl
|
Use vec4s for skinning
|
2017-02-07 14:14:05 +01:00 |
skinning_mat.glsl
|
Renderer speedup round 2
|
2017-03-12 17:29:22 +01:00 |
ssrs.glsl
|
Separate SSRS
|
2017-07-05 23:26:13 +02:00 |
sss.glsl
|
SSS node
|
2017-05-23 15:01:56 +02:00 |
tonemap.glsl
|
More tonemapping
|
2017-02-25 00:57:13 +01:00 |
vr.glsl
|
Renderer speedup round 2
|
2017-03-12 17:29:22 +01:00 |