R2 Shaders
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Fxaa3_11.h | |
R2BilateralBlur.h | Functions for performing bilateral blurs |
R2Bilinear.h | Functions for performing bilinear interpolation |
R2BoxBlur.h | Functions for performing box blurs |
R2CubeMaps.h | Functions for dealing with cube maps |
R2DebugColorVertices.frag | Write the given color to the first fragment output |
R2DebugColorVerticesWorldPosition.vert | |
R2DebugEyePositionReconstruction.frag | A fragment shader driver for reconstructing eye-space positions |
R2DebugEyeZReconstruction.frag | A fragment shader driver for reconstructing eye-space Z positions |
R2DebugIdentity.frag | Writes a constant color to the first fragment output |
R2DebugLogDepth.frag | Writes the logarithmic depth of the fragment to the first fragment output |
R2DebugLogDepthComposed.frag | Writes the logarithmic depth of the fragment to the first fragment output |
R2DebugNormalCompression.frag | Treats the input data as a normal vector, compresses it, and writes it to the first fragment output |
R2DebugPositionOnly.vert | Assumes vertex positions are in clip space and ignores other attributes |
R2DebugVisualConstant.frag | Write the given color to the first fragment output |
R2DebugVisualConstantScreen.vert | A vertex shader for full-screen debug geometry |
R2DepthBasic.h | Basic depth-only implementation that discards fragments based on the opacity of an albedo texture and a threshold value |
R2DepthBasicBatched.frag | An instantiation of the R2DepthBasic shader for batched instances |
R2DepthBasicSingle.frag | An instantiation of the R2DepthBasic shader for single instances |
R2DepthBatched.vert | A vertex shader for batched instances |
R2DepthShaderDriverBatched.h | A fragment depth shader driver for batched instances |
R2DepthShaderDriverSingle.h | A fragment shader driver for single instance depth shaders |
R2DepthShaderMain.h | The main function that all depth shaders must implement |
R2DepthSingle.vert | A vertex shader for single (depth-only) instances |
R2DepthTypes.h | Types related to depth/depth-variance rendering |
R2EnvironmentReflection.h | Functions for environment-mapped reflections |
R2Filter.vert | Full-screen filter vertex shader |
R2FilterBilateralBlurDepthAwareHorizontal4f.frag | Horizontal RGBA bilateral depth-aware blur filter |
R2FilterBilateralBlurDepthAwareVertical4f.frag | Vertical RGBA bilateral depth-aware blur filter |
R2FilterBoxBlurHorizontal4f.frag | Horizontal RGBA box blur filter |
R2FilterBoxBlurVertical4f.frag | Vertical RGBA box blur filter |
R2FilterEmission.frag | Emission filter |
R2FilterLightApplicator.frag | Light application filter |
R2FilterOcclusionApplicator.frag | Occlusion application filter |
R2FilterTextureShow.frag | Texture display filter |
R2FXAA.h | FXAA fragment shader |
R2FXAA_10.frag | |
R2FXAA_15.frag | |
R2FXAA_20.frag | |
R2FXAA_25.frag | |
R2FXAA_29.frag | |
R2FXAA_39.frag | |
R2FXAAFragment.h | FXAA fragment shader |
R2GBufferInput.h | The textures that make up the G-Buffer |
R2GBufferOutput.h | The G-Buffer format |
R2LightAmbient.h | Functions and types related to ambient lighting |
R2LightAmbientSingle.frag | An instantiation of the R2LightAmbientWithOcclusion shader for single instances |
R2LightAmbientSingle.vert | A vertex shader for full-screen single-instance ambient lights |
R2LightAmbientWithOcclusion.h | A trivial ambient light with mapped occlusion |
R2LightDirectional.h | Functions and types related to directional lighting |
R2LightDirectionalDebugConstant.h | A trivial directional light that simply ignores the surface and applies a constant color |
R2LightDirectionalDebugConstantSingle.frag | An instantiation of the R2LightDirectionalDebugConstant shader for single instances |
R2LightDirectionalSingle.vert | A vertex shader for full-screen single-instance directional lights |
R2LightDirectionalSpecular.h | A trivial directional light with Phong specular highlights |
R2LightDirectionalSpecularSingle.frag | An instantiation of the R2LightDirectionalSpecular shader for single instances |
R2LightMatrices.h | Matrices required by standard light types |
R2LightOutput.h | Types describing calculated light contributions |
R2LightPositional.h | Functions and types related to positional lighting |
R2LightPositionalSingle.vert | Single-instance positional light vertex shader |
R2LightProjective.h | Functions and types related to projective lighting |
R2LightProjectiveLambert.h | A projective light with no specular highlights |
R2LightProjectiveLambertBlinnPhong.h | A projective light with Blinn-Phong specular highlights |
R2LightProjectiveLambertBlinnPhongShadowVariance.h | A projective light with Blinn-Phong specular highlights and a variance shadow |
R2LightProjectiveLambertBlinnPhongShadowVarianceSingle.frag | An instantiation of the R2LightProjectiveLambertBlinnPhongShadowVariance shader for single instances |
R2LightProjectiveLambertBlinnPhongSingle.frag | An instantiation of the R2LightProjectiveLambertBlinnPhong shader for single instances |
R2LightProjectiveLambertShadowVariance.h | A projective light with no specular highlights and a variance shadow |
R2LightProjectiveLambertShadowVarianceSingle.frag | An instantiation of the R2LightProjectiveLambertShadowVariance shader for single instances |
R2LightProjectiveLambertSingle.frag | An instantiation of the R2LightProjectiveLambert shader for single instances |
R2LightShaderDriverSingle.h | A fragment shader driver for single instance lights |
R2LightShaderMain.h | The main function that all deferred light shaders must implement |
R2LightSpherical.h | Functions and types related to spherical lighting |
R2LightSphericalDebugAttenuation.h | A spherical light that ignores everything about the surface other than the position |
R2LightSphericalDebugAttenuationSingle.frag | An instantiation of the R2LightSphericalDebugAttenuation shader for single instances |
R2LightSphericalDebugConstant.h | A spherical light that simply ignores the surface and applies a constant color |
R2LightSphericalDebugConstantSingle.frag | An instantiation of the R2LightSphericalDebugConstant shader for single instances |
R2LightSphericalLambert.h | A spherical light with no specular highlights |
R2LightSphericalLambertBlinnPhong.h | A spherical light with Blinn-Phong specular highlights |
R2LightSphericalLambertBlinnPhongSingle.frag | An instantiation of the R2LightSphericalLambertBlinnPhong shader for single instances |
R2LightSphericalLambertPhong.h | A spherical light with Phong specular highlights |
R2LightSphericalLambertPhongSingle.frag | An instantiation of the R2LightSphericalLambertPhong shader for single instances |
R2LightSphericalLambertSingle.frag | An instantiation of the R2LightSphericalLambert shader for single instances |
R2LightVertex.h | Data required by each vertex in deferred light rendering, provided as vertex attributes |
R2LogDepth.h | Logarithmic depth functions |
R2LogDepthOnlySingle.frag | Single-instance logarithmic depth only fragment shader |
R2LogDepthOnlySingle.vert | Single-instance logarithmic depth only vertex shader |
R2Normals.h | Functions for transforming normal vectors |
R2Nothing.frag | A fragment shader that does nothing |
R2PositionReconstruction.h | Functions for performing position reconstruction during deferred rendering |
R2ReconstructedSurface.h | Surface data reconstructed from the G-Buffer |
R2ShadowVariance.h | Functions for variance shadows |
R2SSAO.frag | Fragment shader for calculating an ambient occlusion term |
R2StencilScreen.vert | Screen stencil vertex shader |
R2StencilSingle.vert | Single-instance stencil vertex shader |
R2SurfaceBasic.h | Basic surface implementation |
R2SurfaceBasicBatched.frag | An instantiation of the R2SurfaceBasic shader for batched instances |
R2SurfaceBasicReflective.h | Basic pseudo-reflective (environment mapped) deferred surface implementation |
R2SurfaceBasicReflectiveSingle.frag | An instantiation of the R2SurfaceBasicReflective shader for single instances |
R2SurfaceBasicSingle.frag | An instantiation of the R2SurfaceBasic shader for single instances |
R2SurfaceBasicTypes.h | Types for basic surfaces |
R2SurfaceBatched.vert | A vertex shader for batched instances |
R2SurfaceOutput.h | Types describing calculated surfaces |
R2SurfaceShaderDriverBatched.h | A fragment shader driver for batched instance surfaces |
R2SurfaceShaderDriverSingle.h | A fragment shader driver for single instance surfaces |
R2SurfaceShaderMain.h | The main function that all deferred surface shaders must implement |
R2SurfaceSingle.vert | A vertex shader for single instances |
R2SurfaceTypes.h | Types for deferred surface shading |
R2SurfaceVertex.h | Data required by each vertex in deferred rendering, provided as vertex attributes |
R2SurfaceVertexBatched.h | Data delivered via vertex attributes to batched instances in deferred rendering |
R2View.h | Types relating to the view |
R2Viewport.h | Viewport types and functions |
R2ViewRays.h | View ray types |
R2White.frag | Mindlessly write opaque white to the first fragment output |