Julien MOREAU-MATHIS 321c326b9c Fixed GeometryBufferRenderer to calculate world position when having position or bump defined. 6 rokov pred
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ShadersInclude 49bc330e94 Merge branch 'master' of https://github.com/BabylonJS/Babylon.js into csm-optim-blendcascade 6 rokov pred
anaglyph.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
background.fragment.fx 3b0f0f84c4 Pow5 7 rokov pred
background.vertex.fx 5366a7db45 fix background 7 rokov pred
blackAndWhite.fragment.fx e338afbe92 Welcome to Wonderland 8 rokov pred
bloomMerge.fragment.fx 32e477b301 split dof and bloom into separate merges 8 rokov pred
blur.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
chromaticAberration.fragment.fx 1cf5796df7 chromatic aberration alpha 8 rokov pred
circleOfConfusion.fragment.fx 1cf7581f7c set resolution on next blur for dof, avoid a second texture fetch when calculating coc 8 rokov pred
color.fragment.fx f5aa84ddd7 Fix mesh picking issue when used witth multiple cameras 7 rokov pred
color.vertex.fx 8790254e36 Making lines (color shader) work in multiview 6 rokov pred
colorCorrection.fragment.fx 960329ba00 Fixed color correction shader 8 rokov pred
convolution.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
default.fragment.fx 3f3c528cf4 Fix handling of mesh visibility 7 rokov pred
default.vertex.fx 1fbf9b06b9 Finished ReflectionTextureBlock #6012 6 rokov pred
depth.fragment.fx acccd6124c Rename to non vs none 6 rokov pred
depth.vertex.fx a8db5e20a9 Fix #6480 6 rokov pred
depthBoxBlur.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
depthOfField.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
depthOfFieldMerge.fragment.fx 3e44745c98 avoid branching in shaders, avoid sampling center pixel twice in dof blur, move samplers to inside if statements in coc shader 8 rokov pred
displayPass.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
extractHighlights.fragment.fx 9d931dedf9 move image processing to the end but account for exposure in bloom 8 rokov pred
filter.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
fxaa.fragment.fx 05041086e0 Arm Mali Fxaa + nightly 7 rokov pred
fxaa.vertex.fx 4ea05d3bd1 better fxaa 8 rokov pred
geometry.fragment.fx b669863c67 Added support of Screen Space Reflection Post-Process. 6 rokov pred
geometry.vertex.fx 321c326b9c Fixed GeometryBufferRenderer to calculate world position when having position or bump defined. 6 rokov pred
glowBlurPostProcess.fragment.fx 51ae11e721 Highlight Layer First step 9 rokov pred
glowMapGeneration.fragment.fx 1c40aac3aa Fix Glow Layer with Alpha 6 rokov pred
glowMapGeneration.vertex.fx a8db5e20a9 Fix #6480 6 rokov pred
glowMapMerge.fragment.fx 236849ea47 Add Glow Layer 8 rokov pred
glowMapMerge.vertex.fx 51ae11e721 Highlight Layer First step 9 rokov pred
gpuRenderParticles.fragment.fx e3849b162e Integrate part alpha to blend multiply mode 7 rokov pred
gpuRenderParticles.vertex.fx 01c775d1ab new CustomParticleEmitter 6 rokov pred
gpuUpdateParticles.fragment.fx dcb6eca321 Associated with #2033 8 rokov pred
gpuUpdateParticles.vertex.fx 01c775d1ab new CustomParticleEmitter 6 rokov pred
grain.fragment.fx dd35c940b6 add grain to default pipeline external to image processing 8 rokov pred
highlights.fragment.fx 7a93a135ae HighlightsPostProcess done + step 1 of imageProcessingPostProcess 8 rokov pred
imageProcessing.fragment.fx f04a29233c remove grain from imageprocessing now that it has been separated 8 rokov pred
kernelBlur.fragment.fx a9defdd356 Factorize Packing 6 rokov pred
kernelBlur.vertex.fx ecf42d1521 Added kernel blur 8 rokov pred
layer.fragment.fx 55b0e5748e Add linear texture support for layer 6 rokov pred
layer.vertex.fx bb50b674d3 Automatic shader precision management 10 rokov pred
lensFlare.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
lensFlare.vertex.fx bb50b674d3 Automatic shader precision management 10 rokov pred
lensHighlights.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
line.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
line.vertex.fx bb50b674d3 Automatic shader precision management 10 rokov pred
minmaxRedux.fragment.fx 9d6a377a39 Add autoCalcDepthBounds on the CascadedShadowGenerator 6 rokov pred
motionBlur.fragment.fx 0fa0627783 Added support of bones velocities while computing velocity map in geometry render buffer 6 rokov pred
noise.fragment.fx 6dcd6110dd #fix 5008 7 rokov pred
outline.fragment.fx ac2702ad48 Added logarithmic depth support to outlineRenderer 8 rokov pred
outline.vertex.fx a8db5e20a9 Fix #6480 6 rokov pred
particles.fragment.fx e9e48a68b0 improved color ramp support for particles 7 rokov pred
particles.vertex.fx 86d156aea8 add two new clipplanes (5 and 6) to get a clipcube 6 rokov pred
pass.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
passCube.fragment.fx 22e02ec8db Added passCube pp 7 rokov pred
pbr.fragment.fx b13b1fcba6 Clear coat conservation Factor 6 rokov pred
pbr.vertex.fx a8db5e20a9 Fix #6480 6 rokov pred
postprocess.vertex.fx 7378387e6b Added postprocess.enablePixelPerfectMode to avoid texture scaling/stretching when dealing with non-power of 2 resolutions 10 rokov pred
procedural.vertex.fx bb50b674d3 Automatic shader precision management 10 rokov pred
refraction.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
rgbdDecode.fragment.fx ed74f464ae Step 7 Add Inspector Toolset 7 rokov pred
rgbdEncode.fragment.fx ed74f464ae Step 7 Add Inspector Toolset 7 rokov pred
screenSpaceReflection.fragment.fx b669863c67 Added support of Screen Space Reflection Post-Process. 6 rokov pred
shadowMap.fragment.fx a29913f555 Add clip planes support in shadow generation. 6 rokov pred
shadowMap.vertex.fx a29913f555 Add clip planes support in shadow generation. 6 rokov pred
sharpen.fragment.fx d36265b9ae color slider for sharpness effect 8 rokov pred
spriteMap.fragment.fx 63a3c13067 spriteMap es 100 support 6 rokov pred
spriteMap.vertex.fx 0f0ca69b79 fixes 6 rokov pred
sprites.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
sprites.vertex.fx 7d152824cf packed sprite close to working 6 rokov pred
ssao.fragment.fx f0d966e4c3 Replacing bilateral blur with kernel blur in SSAO Rendering Pipeline 8 rokov pred
ssao2.fragment.fx a3b7af2ba2 bugfixing and tweaking 7 rokov pred
ssaoCombine.fragment.fx 041e117fd6 Nightly 7 rokov pred
standard.fragment.fx a9defdd356 Factorize Packing 6 rokov pred
stereoscopicInterlace.fragment.fx 54fa198e6e Fix indentation and comment as requested second go 6 rokov pred
tonemap.fragment.fx bb50b674d3 Automatic shader precision management 10 rokov pred
volumetricLightScattering.fragment.fx 3bd5224e9d Fix VLS shader for webgl2 9 rokov pred
volumetricLightScatteringPass.fragment.fx 61c298f4e6 Fixed VolumetricLightScattering post-process to use a custom vertex shader instead of the depth vertex shader. 6 rokov pred
volumetricLightScatteringPass.vertex.fx 61515c241e Fixed broken Volumetric Light Post-Process pass #6917 6 rokov pred
vrDistortionCorrection.fragment.fx e567e9326e fixed clear color for VR modes 8 rokov pred
vrMultiviewToSingleview.fragment.fx b2687aa034 Final merge 6 rokov pred