virtualx-engine/drivers/gles3/shaders
Hugo Locurcio 31c12f05c4
Tweak the default SpatialMaterial properties
Roughness is now set to 1 by default and albedo is now white,
even on meshes that do not have any materials defined.

This means there is no longer a visual difference between a
mesh with no materials defined and a mesh with a default
SpatialMaterial defined.
2018-08-07 17:04:30 +02:00
..
blend_shape.glsl Blend shapes using transform feedback (GPU) 2016-11-24 20:46:55 -03:00
canvas.glsl Move light 2D rotation to vertex shader 2018-07-05 11:12:04 +02:00
canvas_shadow.glsl Begining of GLES3 renderer: 2016-10-03 21:35:16 +02:00
copy.glsl Fix typos in code and docs with codespell 2018-01-18 22:01:42 +01:00
cube_to_dp.glsl all light types and shadows are working, pending a lot of clean-up 2016-11-09 23:55:06 -03:00
cubemap_filter.glsl Several changes to better run in mobile. 2017-07-22 14:08:17 -03:00
effect_blur.glsl Fix shader compile error on Android 2018-01-09 16:44:56 +09:00
exposure.glsl Tonemapping and Auto Exposure support 2016-12-07 17:49:52 -03:00
particles.glsl Stop particles resetting on pause. 2017-11-30 17:51:18 +00:00
resolve.glsl Several changes to better run in mobile. 2017-07-22 14:08:17 -03:00
scene.glsl Tweak the default SpatialMaterial properties 2018-08-07 17:04:30 +02:00
screen_space_reflection.glsl Fixed orthogonal projection in all effects and post processes 2017-09-07 20:16:33 -03:00
SCsub Make build scripts Python3 compatible 2017-08-27 23:05:39 +02:00
ssao.glsl Many fixes to SSAO, should be good now. 2017-10-22 13:52:48 -03:00
ssao_blur.glsl Many fixes to SSAO, should be good now. 2017-10-22 13:52:48 -03:00
ssao_minify.glsl Fixed orthogonal projection in all effects and post processes 2017-09-07 20:16:33 -03:00
subsurf_scattering.glsl Fix type error in subsurface scattering shader code 2017-10-04 19:47:45 +09:00
tonemap.glsl reformatted and restructured tonemap.glsl 2018-07-12 17:10:00 +02:00