mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Rebuilt shaders.
This commit is contained in:
@@ -22,7 +22,7 @@ uniform vec4 u_rsmAmount;
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float hardShadow(sampler2DShadow _sampler, vec4 _shadowCoord, float _bias)
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{
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vec2 texCoord = _shadowCoord.xy;
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vec2 texCoord = _shadowCoord.xy;
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return shadow2D(_sampler, vec3(texCoord.xy, _shadowCoord.z-_bias) );
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}
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@@ -31,8 +31,8 @@ float PCF(sampler2DShadow _sampler, vec4 _shadowCoord, float _bias, vec2 _texelS
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vec2 texCoord = _shadowCoord.xy;
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bool outside = any(greaterThan(texCoord, vec2_splat(1.0)))
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|| any(lessThan (texCoord, vec2_splat(0.0)))
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;
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|| any(lessThan (texCoord, vec2_splat(0.0)))
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;
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if (outside)
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{
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@@ -69,63 +69,63 @@ float PCF(sampler2DShadow _sampler, vec4 _shadowCoord, float _bias, vec2 _texelS
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float toClipSpaceDepth(float _depthTextureZ)
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{
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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return _depthTextureZ;
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return _depthTextureZ;
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#else
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return _depthTextureZ * 2.0 - 1.0;
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return _depthTextureZ * 2.0 - 1.0;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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}
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vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
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{
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vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
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return wpos.xyz / wpos.w;
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vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
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return wpos.xyz / wpos.w;
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}
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void main()
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{
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vec3 n = texture2D(s_normal, v_texcoord0).xyz;
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// Expand out normal
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n = n*2.0+-1.0;
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vec3 l = u_lightDir.xyz;//normalize(vec3(-0.8,0.75,-1.0));
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float dirLightIntensity = 1.0;
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float dirLight = max(0.0,dot(n,l)) * dirLightIntensity;
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// Expand out normal
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n = n*2.0+-1.0;
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vec3 l = u_lightDir.xyz;//normalize(vec3(-0.8,0.75,-1.0));
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float dirLightIntensity = 1.0;
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float dirLight = max(0.0,dot(n,l)) * dirLightIntensity;
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// Apply shadow map
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// Get world position so we can transform it into light space, to look into shadow map
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vec2 texCoord = v_texcoord0.xy;
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float deviceDepth = texture2D(s_depth, texCoord).x;
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float depth = toClipSpaceDepth(deviceDepth);
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vec3 clip = vec3(texCoord * 2.0 - 1.0, depth);
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// Apply shadow map
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// Get world position so we can transform it into light space, to look into shadow map
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vec2 texCoord = v_texcoord0.xy;
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float deviceDepth = texture2D(s_depth, texCoord).x;
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float depth = toClipSpaceDepth(deviceDepth);
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vec3 clip = vec3(texCoord * 2.0 - 1.0, depth);
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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clip.y = -clip.y;
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clip.y = -clip.y;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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vec3 wpos = clipToWorld(u_invMvp, clip);
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vec3 wpos = clipToWorld(u_invMvp, clip);
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const float shadowMapOffset = 0.003;
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vec3 posOffset = wpos + n.xyz * shadowMapOffset;
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vec4 shadowCoord = mul(u_lightMtx, vec4(posOffset, 1.0) );
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const float shadowMapOffset = 0.003;
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vec3 posOffset = wpos + n.xyz * shadowMapOffset;
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vec4 shadowCoord = mul(u_lightMtx, vec4(posOffset, 1.0) );
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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shadowCoord.y *= -1.0;
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shadowCoord.y *= -1.0;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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float shadowMapBias = 0.001;
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vec2 texelSize = vec2_splat(u_shadowDimsInv.x);
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shadowCoord.xy /= shadowCoord.w;
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shadowCoord.xy = shadowCoord.xy*0.5+0.5;
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float shadowMapBias = 0.001;
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vec2 texelSize = vec2_splat(u_shadowDimsInv.x);
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float visibility = PCF(s_shadowMap, shadowCoord, shadowMapBias, texelSize);
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shadowCoord.xy /= shadowCoord.w;
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shadowCoord.xy = shadowCoord.xy*0.5+0.5;
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dirLight *= visibility;
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// Light from light buffer
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vec3 albedo = texture2D(s_color, v_texcoord0).xyz;
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vec3 lightBuffer = texture2D(s_light, v_texcoord0).xyz;
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float visibility = PCF(s_shadowMap, shadowCoord, shadowMapBias, texelSize);
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gl_FragColor.xyz = mix(dirLight * albedo, lightBuffer * albedo, u_rsmAmount.x);
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dirLight *= visibility;
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gl_FragColor.w = 1.0;
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// Light from light buffer
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vec3 albedo = texture2D(s_color, v_texcoord0).xyz;
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vec3 lightBuffer = texture2D(s_light, v_texcoord0).xyz;
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gl_FragColor.xyz = mix(dirLight * albedo, lightBuffer * albedo, u_rsmAmount.x);
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gl_FragColor.w = 1.0;
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}
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@@ -11,12 +11,12 @@ uniform vec4 u_tint;
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void main()
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{
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vec3 normalWorldSpace = v_normal;
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vec3 normalWorldSpace = v_normal;
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// Write normal
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gl_FragData[0].xyz = normalWorldSpace.xyz; // Normal is already compressed to [0,1] so can fit in gbuffer
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gl_FragData[0].w = 0.0;
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// Write normal
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gl_FragData[0].xyz = normalWorldSpace.xyz; // Normal is already compressed to [0,1] so can fit in gbuffer
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gl_FragData[0].w = 0.0;
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// Write color
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gl_FragData[1] = u_tint;
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// Write color
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gl_FragData[1] = u_tint;
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}
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@@ -15,53 +15,53 @@ uniform mat4 u_invMvp;
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float toClipSpaceDepth(float _depthTextureZ)
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{
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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return _depthTextureZ;
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return _depthTextureZ;
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#else
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return _depthTextureZ * 2.0 - 1.0;
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return _depthTextureZ * 2.0 - 1.0;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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}
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vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
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{
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vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
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return wpos.xyz / wpos.w;
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vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
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return wpos.xyz / wpos.w;
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}
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void main()
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{
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#if BGFX_SHADER_LANGUAGE_HLSL && (BGFX_SHADER_LANGUAGE_HLSL < 4)
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vec2 texCoord = gl_FragCoord.xy * u_viewTexel.xy + u_viewTexel.xy * vec2_splat(0.5);
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vec2 texCoord = gl_FragCoord.xy * u_viewTexel.xy + u_viewTexel.xy * vec2_splat(0.5);
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#else
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vec2 texCoord = gl_FragCoord.xy * u_viewTexel.xy;
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vec2 texCoord = gl_FragCoord.xy * u_viewTexel.xy;
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#endif
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// Get world position
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float deviceDepth = texture2D(s_depth, texCoord).x;
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float depth = toClipSpaceDepth(deviceDepth);
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// Get world position
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float deviceDepth = texture2D(s_depth, texCoord).x;
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float depth = toClipSpaceDepth(deviceDepth);
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vec3 clip = vec3(texCoord * 2.0 - 1.0, depth);
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vec3 clip = vec3(texCoord * 2.0 - 1.0, depth);
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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clip.y = -clip.y;
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clip.y = -clip.y;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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vec3 wpos = clipToWorld(u_invMvp, clip);
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// Get normal from its map, and decompress
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vec3 n = texture2D(s_normal, texCoord).xyz*2.0-1.0;
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// Do lighting
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vec3 pointToLight = v_lightCenterScale.xyz-wpos;
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float lightLen = sqrt(dot(pointToLight, pointToLight));
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vec3 wpos = clipToWorld(u_invMvp, clip);
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float lightFalloff;
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// Get normal from its map, and decompress
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vec3 n = texture2D(s_normal, texCoord).xyz*2.0-1.0;
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if (lightLen > v_lightCenterScale.w)
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lightFalloff = 0.0;
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else
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lightFalloff = 1.0-(lightLen/v_lightCenterScale.w); // Linear falloff for light (could use dist sq if you want)
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// Do lighting
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vec3 pointToLight = v_lightCenterScale.xyz-wpos;
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float lightLen = sqrt(dot(pointToLight, pointToLight));
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vec3 l = normalize(pointToLight)*lightFalloff;
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gl_FragColor.xyz = v_color0.xyz * max(0.0, dot(n,l));
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float lightFalloff;
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gl_FragColor.w = 1.0;
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if (lightLen > v_lightCenterScale.w)
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lightFalloff = 0.0;
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else
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lightFalloff = 1.0-(lightLen/v_lightCenterScale.w); // Linear falloff for light (could use dist sq if you want)
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vec3 l = normalize(pointToLight)*lightFalloff;
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gl_FragColor.xyz = v_color0.xyz * max(0.0, dot(n,l));
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gl_FragColor.w = 1.0;
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}
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@@ -12,11 +12,11 @@ uniform vec4 u_tint;
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void main()
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{
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#if BGFX_SHADER_LANGUAGE_HLSL && (BGFX_SHADER_LANGUAGE_HLSL < 4)
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vec2 texCoord = gl_FragCoord.xy * u_viewTexel.xy + u_viewTexel.xy * vec2_splat(0.5);
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vec2 texCoord = gl_FragCoord.xy * u_viewTexel.xy + u_viewTexel.xy * vec2_splat(0.5);
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#else
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vec2 texCoord = gl_FragCoord.xy * u_viewTexel.xy;
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vec2 texCoord = gl_FragCoord.xy * u_viewTexel.xy;
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#endif
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gl_FragData[0].xyz = u_tint.xyz; // Color of light sphere
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gl_FragData[0].w = -v_normal.z; // Radius of light sphere
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gl_FragData[0].xyz = u_tint.xyz; // Color of light sphere
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gl_FragData[0].w = -v_normal.z; // Radius of light sphere
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}
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@@ -2,9 +2,9 @@ $input a_position, a_normal
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$output v_normal
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/*
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* Copyright 2016 Joseph Cherlin. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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* Copyright 2016 Joseph Cherlin. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "../common/common.sh"
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@@ -13,15 +13,15 @@ uniform vec4 u_tint;
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void main()
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{
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// Calculate vertex position
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// Calculate vertex position
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vec3 pos = a_position;
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gl_Position = mul(u_modelViewProj, vec4(pos, 1.0) );
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gl_Position = mul(u_modelViewProj, vec4(pos, 1.0) );
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// Calculate normal. Note that compressed normal is stored in the vertices
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// Calculate normal. Note that compressed normal is stored in the vertices
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vec3 normalObjectSpace = a_normal.xyz*2.0+-1.0; // Normal is stored in [0,1], remap to [-1,1].
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// Transform normal into world space.
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vec3 normalWorldSpace = mul(u_model[0], vec4(normalObjectSpace, 0.0) ).xyz;
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// Normalize to remove (uniform...) scaling, however, recompress
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v_normal.xyz = normalize(normalWorldSpace)*0.5+0.5;
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// Transform normal into world space.
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vec3 normalWorldSpace = mul(u_model[0], vec4(normalObjectSpace, 0.0) ).xyz;
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// Normalize to remove (uniform...) scaling, however, recompress
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v_normal.xyz = normalize(normalWorldSpace)*0.5+0.5;
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}
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@@ -19,42 +19,42 @@ SAMPLER2D(s_rsm, 3); // Reflective shadow map, used to scale/color light
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float toClipSpaceDepth(float _depthTextureZ)
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{
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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return _depthTextureZ;
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return _depthTextureZ;
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#else
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return _depthTextureZ * 2.0 - 1.0;
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return _depthTextureZ * 2.0 - 1.0;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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}
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vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
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{
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vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
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return wpos.xyz / wpos.w;
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vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
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return wpos.xyz / wpos.w;
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}
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void main()
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{
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// Calculate vertex position
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// Calculate vertex position
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vec3 objectSpacePos = a_position;
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vec2 texCoord = u_sphereInfo.xy;
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vec2 texCoord = u_sphereInfo.xy;
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// Get world position using the shadow map
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float deviceDepth = texture2DLod(s_shadowMap, texCoord, 0).x;
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float depth = toClipSpaceDepth(deviceDepth);
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vec3 clip = vec3(texCoord * 2.0 - 1.0, depth);
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// Get world position using the shadow map
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float deviceDepth = texture2DLod(s_shadowMap, texCoord, 0).x;
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float depth = toClipSpaceDepth(deviceDepth);
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vec3 clip = vec3(texCoord * 2.0 - 1.0, depth);
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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clip.y = -clip.y;
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clip.y = -clip.y;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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vec3 wPos = clipToWorld(u_invMvpShadow, clip);
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wPos.y -= 0.001; // Would be much better to perturb in normal direction, but I didn't do that.
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vec3 wPos = clipToWorld(u_invMvpShadow, clip);
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wPos.y -= 0.001; // Would be much better to perturb in normal direction, but I didn't do that.
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// Scale and color are already in the rsm
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vec4 rsm = texture2DLod(s_rsm, texCoord, 0).xyzw;
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float radScale = u_sphereInfo.z;
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float rad = rsm.w * radScale;
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// Scale and color are already in the rsm
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vec4 rsm = texture2DLod(s_rsm, texCoord, 0).xyzw;
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float radScale = u_sphereInfo.z;
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float rad = rsm.w * radScale;
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gl_Position = mul(u_viewProj, vec4(wPos+objectSpacePos*rad, 1.0) );
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v_lightCenterScale.xyz = wPos.xyz;
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v_lightCenterScale.w = rad;
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v_color0.xyz = rsm.xyz;
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gl_Position = mul(u_viewProj, vec4(wPos+objectSpacePos*rad, 1.0) );
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v_lightCenterScale.xyz = wPos.xyz;
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v_lightCenterScale.w = rad;
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v_color0.xyz = rsm.xyz;
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}
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@@ -13,12 +13,12 @@ uniform vec4 u_tint;
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void main()
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{
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gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
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// Calculate normal. Note that compressed normal is stored in the vertices
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vec3 normalObjectSpace = a_normal.xyz*2.0+-1.0; // Normal is stored in [0,1], remap to [-1,1].
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// Transform normal into view space.
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v_normal = mul(u_modelView, vec4(normalObjectSpace, 0.0) ).xyz;
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// Normalize to remove (uniform...) scaling
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v_normal = normalize(v_normal);
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// Calculate normal. Note that compressed normal is stored in the vertices
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vec3 normalObjectSpace = a_normal.xyz*2.0+-1.0; // Normal is stored in [0,1], remap to [-1,1].
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// Transform normal into view space.
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v_normal = mul(u_modelView, vec4(normalObjectSpace, 0.0) ).xyz;
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// Normalize to remove (uniform...) scaling
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v_normal = normalize(v_normal);
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}
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BIN
examples/runtime/shaders/dx11/fs_rsm_combine.bin
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examples/runtime/shaders/dx11/fs_rsm_combine.bin
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examples/runtime/shaders/dx11/fs_rsm_gbuffer.bin
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examples/runtime/shaders/dx11/fs_rsm_gbuffer.bin
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examples/runtime/shaders/dx11/fs_rsm_lbuffer.bin
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examples/runtime/shaders/dx11/fs_rsm_lbuffer.bin
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examples/runtime/shaders/dx11/fs_rsm_shadow.bin
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examples/runtime/shaders/dx11/fs_rsm_shadow.bin
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examples/runtime/shaders/dx11/vs_rsm_combine.bin
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examples/runtime/shaders/dx11/vs_rsm_combine.bin
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examples/runtime/shaders/dx11/vs_rsm_gbuffer.bin
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examples/runtime/shaders/dx11/vs_rsm_gbuffer.bin
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examples/runtime/shaders/dx11/vs_rsm_lbuffer.bin
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examples/runtime/shaders/dx11/vs_rsm_lbuffer.bin
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examples/runtime/shaders/dx11/vs_rsm_shadow.bin
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examples/runtime/shaders/dx11/vs_rsm_shadow.bin
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examples/runtime/shaders/dx9/fs_rsm_combine.bin
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examples/runtime/shaders/dx9/fs_rsm_combine.bin
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examples/runtime/shaders/dx9/fs_rsm_gbuffer.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_rsm_gbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_rsm_lbuffer.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_rsm_lbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_rsm_shadow.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_rsm_shadow.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_rsm_combine.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_rsm_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_rsm_gbuffer.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_rsm_gbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_rsm_lbuffer.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_rsm_lbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_rsm_shadow.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_rsm_shadow.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_rsm_combine.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_rsm_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_rsm_gbuffer.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_rsm_gbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_rsm_lbuffer.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_rsm_lbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_rsm_shadow.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_rsm_shadow.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_rsm_combine.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_rsm_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_rsm_gbuffer.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_rsm_gbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_rsm_lbuffer.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_rsm_lbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_rsm_shadow.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_rsm_shadow.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_rsm_combine.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_rsm_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_rsm_gbuffer.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_rsm_gbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_rsm_lbuffer.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_rsm_lbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_rsm_shadow.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_rsm_shadow.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_rsm_combine.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_rsm_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_rsm_gbuffer.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_rsm_gbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_rsm_lbuffer.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_rsm_lbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_rsm_shadow.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_rsm_shadow.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/metal/fs_rsm_combine.bin
Normal file
BIN
examples/runtime/shaders/metal/fs_rsm_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/metal/fs_rsm_gbuffer.bin
Normal file
BIN
examples/runtime/shaders/metal/fs_rsm_gbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/metal/fs_rsm_lbuffer.bin
Normal file
BIN
examples/runtime/shaders/metal/fs_rsm_lbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/metal/fs_rsm_shadow.bin
Normal file
BIN
examples/runtime/shaders/metal/fs_rsm_shadow.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/metal/vs_rsm_combine.bin
Normal file
BIN
examples/runtime/shaders/metal/vs_rsm_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/metal/vs_rsm_gbuffer.bin
Normal file
BIN
examples/runtime/shaders/metal/vs_rsm_gbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/metal/vs_rsm_lbuffer.bin
Normal file
BIN
examples/runtime/shaders/metal/vs_rsm_lbuffer.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/metal/vs_rsm_shadow.bin
Normal file
BIN
examples/runtime/shaders/metal/vs_rsm_shadow.bin
Normal file
Binary file not shown.
Reference in New Issue
Block a user