| .. | 
		
		
			
			
			
			
				| DeferredPBREffect.fxb | Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2) | 2020-10-01 19:46:25 +00:00 | 
		
			
			
			
			
				| DeferredPBR_AmbientLightEffect.fxb | basic toon shading + controllable ambient light setting | 2020-10-01 14:52:19 -07:00 | 
		
			
			
			
			
				| DeferredPBR_DirectionalLightEffect.fxb | break shadow computes out into include file | 2020-10-02 11:57:13 -07:00 | 
		
			
			
			
			
				| DeferredPBR_GBufferEffect.fxb | draw zero alpha pixels in g buffer | 2020-12-12 00:17:10 -08:00 | 
		
			
			
			
			
				| DeferredPBR_PointLightEffect.fxb | point light sphere optimization | 2020-12-09 16:10:53 -08:00 | 
		
			
			
			
			
				| Deferred_ToonEffect.fxb | support dithered shadow toggle | 2020-10-15 18:19:43 -07:00 | 
		
			
			
			
			
				| DiffuseLitSpriteEffect.fxb | fix diffuse lit effect not discarding transparency | 2020-12-12 01:23:08 -08:00 | 
		
			
			
			
			
				| GBufferEffect.fxb | Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2) | 2020-10-01 19:46:25 +00:00 | 
		
			
			
			
			
				| LinearDepthEffect.fxb | flip horizontal UVs of cubemap render | 2020-10-19 12:48:32 -07:00 | 
		
			
			
			
			
				| LinearDepthEffectInstanced.fxb | add instanced linear depth effect + fix platforms | 2020-12-08 16:02:58 -08:00 | 
		
			
			
			
			
				| PBREffect.fxb | Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2) | 2020-10-01 19:46:25 +00:00 | 
		
			
			
			
			
				| PaletteCrushEffect.fxb | fix bad palette crush FLT_MAX | 2020-12-12 21:07:22 -08:00 | 
		
			
			
			
			
				| SimpleDepthEffect.fxb | change simpledeptheffect to use texcoord0 | 2020-12-08 13:33:45 -08:00 | 
		
			
			
			
			
				| SimpleDepthEffectInstanced.fxb | more shadow decoupling + change world instance to position instance | 2020-12-08 02:49:18 -08:00 | 
		
			
			
			
			
				| SkyboxEffect.fxb | deferred skybox | 2020-10-17 13:53:26 -07:00 | 
		
			
			
			
			
				| ToneMapEffect.fxb | Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2) | 2020-10-01 19:46:25 +00:00 |