brdf.glsl
|
Renderer speedup round 2
|
2017-03-12 17:29:22 +01:00 |
conetrace.glsl
|
Fix voxel nodes
|
2017-03-29 14:32:44 +02:00 |
dof.glsl
|
Renderer speedup round 2
|
2017-03-12 17:29:22 +01:00 |
gbuffer.glsl
|
Renderer speedup round 1
|
2017-03-11 01:50:47 +01:00 |
ltc.glsl
|
Finish area lights
|
2017-03-03 14:36:01 +01:00 |
math.glsl
|
VGI work
|
2017-02-22 15:50:19 +01:00 |
shadows.glsl
|
Capture cubemap shadows
|
2017-03-18 18:44:21 +01:00 |
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 |
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 |