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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 |
1.8.12