moonlight-qt/app/shaders
2025-12-28 22:57:59 -06:00
..
build_hlsl.bat Recompile D3D11 shaders for Shader Model 5.0 2025-11-24 19:02:20 -06:00
d3d11_ayuv_pixel.fxc Recompile D3D11 shaders for Shader Model 5.0 2025-11-24 19:02:20 -06:00
d3d11_ayuv_pixel.hlsl Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs 2024-07-30 21:12:11 -05:00
d3d11_overlay_pixel.fxc Recompile D3D11 shaders for Shader Model 5.0 2025-11-24 19:02:20 -06:00
d3d11_overlay_pixel.hlsl Use FP32 for position and texcoords 2022-02-13 13:41:39 -06:00
d3d11_vertex.fxc Recompile D3D11 shaders for Shader Model 5.0 2025-11-24 19:02:20 -06:00
d3d11_vertex.hlsl Revert "Use a Texture2DArray in HLSL to match the SRVs" 2024-06-29 14:07:41 -05:00
d3d11_y410_pixel.fxc Recompile D3D11 shaders for Shader Model 5.0 2025-11-24 19:02:20 -06:00
d3d11_y410_pixel.hlsl Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs 2024-07-30 21:12:11 -05:00
d3d11_yuv420_pixel.fxc Recompile D3D11 shaders for Shader Model 5.0 2025-11-24 19:02:20 -06:00
d3d11_yuv420_pixel.hlsl Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer 2025-11-24 18:47:14 -06:00
d3d11_yuv444_pixel_end.hlsli Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer 2025-11-24 18:47:14 -06:00
d3d11_yuv444_pixel_start.hlsli Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer 2025-11-24 18:47:14 -06:00
egl.vert Use ESSL 1.0 for EGLRenderer shaders 2025-12-27 22:56:20 -06:00
egl_nv12.frag Use ESSL 1.0 for EGLRenderer shaders 2025-12-27 22:56:20 -06:00
egl_opaque.frag Use ESSL 1.0 for EGLRenderer shaders 2025-12-27 22:56:20 -06:00
egl_overlay.frag Optimize EGLRenderer overlay texture swizzle 2025-12-28 22:57:59 -06:00
vt_renderer.metal Use correct chroma co-siting offsets in Metal 2025-11-04 23:51:39 -06:00