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fteqw/engine/shaders/glsl
Spoike 9e8bb446f4 implemented pm_stepdown.
attempt to implement 'simple csqc' api.
handle qw+nq gunshot+blood+lightning differently - they do actually have different particle spawn patterns (qw is a single point, so spreads wider).
fix q3ui logo mesh thing. work around q3ui player meshes on d3d.
split video and renderer latching, so vid_reload delatches more stuff.
fix autosprite+autosprite2 in 6 different renderers...
added fog volumes to d3d9 renderer.
using matrix hacks instead of glDepthRange, this should give more consistent behaviour, especially now that we have r_viewmodel_fov.
small cleanup for gl shadowmaps to make the interface more consistent with other renderers.
added patchDef2 parsing to fte's .map loader, doesn't actually use it though.
some fixes for q3's shaders, including to try to get overbright working better.
updated customskin api to give more control.
first attempt at a packager system for fteqccgui. probably useless, but whatever.
menusys changes to try to support QSS's csqc.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5200 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-01-22 19:18:04 +00:00
..
altwater.glsl rework config.h stuff a little, fixing up numerous ifdefs etc. added some more for potentially smaller builds. 2017-02-19 00:15:42 +00:00
bloom_blur.glsl tcpconnect fixes 2012-01-17 07:57:46 +00:00
bloom_filter.glsl random hacks to get rtshadows working in the gles/webgl port, no longer depend upon GL_ARB_shadow. 2014-08-27 08:41:31 +00:00
bloom_final.glsl fix glsl not being used for skeletal animations (10->50 fps jump) 2015-07-14 14:47:00 +00:00
colourtint.glsl Small tweeks, bugfixes, breakages, cleanups... 2012-05-09 15:30:53 +00:00
crepuscular_opaque.glsl Small tweeks, bugfixes, breakages, cleanups... 2012-05-09 15:30:53 +00:00
crepuscular_rays.glsl qc: qc temp-strings are now garbage collected. this makes strzone redundant. 2015-01-21 18:18:37 +00:00
crepuscular_sky.glsl Small tweeks, bugfixes, breakages, cleanups... 2012-05-09 15:30:53 +00:00
default2d.glsl small vulkan perf tweak. 2017-11-14 14:37:04 +00:00
defaultadditivesprite.glsl Small tweeks, bugfixes, breakages, cleanups... 2012-05-09 15:30:53 +00:00
defaultfill.glsl small vulkan perf tweak. 2017-11-14 14:37:04 +00:00
defaultgammacb.glsl small vulkan perf tweak. 2017-11-14 14:37:04 +00:00
defaultskin.glsl fix silly bug that allowed excessive darkening on models. 2018-01-02 19:59:16 +00:00
defaultsky.glsl LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now. 2016-07-12 00:40:13 +00:00
defaultskybox.glsl Implement an area grid, primarily to avoid mods(read: xonotic) generating 2000 ents all sitting on the root area node. 2017-08-29 02:29:06 +00:00
defaultsprite.glsl command argument completion for a few commands. 2017-07-04 05:07:51 +00:00
defaultwall.glsl playdemo should now play older protocol versions. 2017-10-12 12:02:25 +00:00
defaultwarp.glsl rework config.h stuff a little, fixing up numerous ifdefs etc. added some more for potentially smaller builds. 2017-02-19 00:15:42 +00:00
depthonly.glsl rework config.h stuff a little, fixing up numerous ifdefs etc. added some more for potentially smaller builds. 2017-02-19 00:15:42 +00:00
drawflat_wall.glsl Small tweeks, bugfixes, breakages, cleanups... 2012-05-09 15:30:53 +00:00
fixedemu.glsl small vulkan perf tweak. 2017-11-14 14:37:04 +00:00
fxaa.glsl vulkan: rewrote render target stuff so bloom, r_projection, fxaa, should now be working. 2016-07-28 13:18:22 +00:00
itemtimer.glsl first version with dtls support. disabled for now. 2017-05-18 10:24:09 +00:00
lpp_depthnorm.glsl Updated font code for freecs's benefit. 2017-12-09 21:22:46 +00:00
lpp_light.glsl fix Q3BSP-without-Q2BSP bug. 2017-10-31 22:52:58 +00:00
lpp_wall.glsl fixed crashy race condition when querying master servers. 2017-11-15 12:38:20 +00:00
menutint.glsl my bulk commits didn't include include file additions. these are needed. 2013-03-13 22:54:47 +00:00
postproc_equirectangular.glsl LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now. 2016-07-12 00:40:13 +00:00
postproc_fisheye.glsl Small tweeks, bugfixes, breakages, cleanups... 2012-05-09 15:30:53 +00:00
postproc_laea.glsl Added two new projection modes. use r_projection to select alternative projections. 2015-07-03 02:07:41 +00:00
postproc_panorama.glsl Added two new projection modes. use r_projection to select alternative projections. 2015-07-03 02:07:41 +00:00
postproc_stereographic.glsl Added two new projection modes. use r_projection to select alternative projections. 2015-07-03 02:07:41 +00:00
rtlight.glsl implemented pm_stepdown. 2018-01-22 19:18:04 +00:00
terrain.glsl rework hlmdl subblends. apparently they're some sort of grid. 2017-11-30 17:59:11 +00:00
underwaterwarp.glsl fix nq bob (also fixes show_speed in nq) 2014-08-19 06:08:23 +00:00
wireframe.glsl fix wireframe. 2017-03-06 14:06:12 +00:00