fteqw/engine/shaders/glsl
Spoike 2afefb77ca reworked the shader system slightly.
$diffuse can now sample animmaps correctly (although this only makes sense when using glsl or replacement shaders (read: rtlights)).
$fullbright now defaults according to the animmap too.
added reflectcube and reflectmask (the latter defaults according to map/animmap, the former needs to be explicitly stated).
fix d3d9+d3d11 renderers a little. needs much more work.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4868 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-05-03 19:57:46 +00:00
..
altwater.glsl
bloom_blur.glsl
bloom_filter.glsl
bloom_final.glsl
colourtint.glsl
crepuscular_opaque.glsl
crepuscular_rays.glsl
crepuscular_sky.glsl
default2d.glsl
defaultadditivesprite.glsl
defaultfill.glsl
defaultgammacb.glsl
defaultskin.glsl
defaultsky.glsl
defaultsprite.glsl
defaultwall.glsl reworked the shader system slightly. 2015-05-03 19:57:46 +00:00
defaultwarp.glsl
depthonly.glsl
drawflat_wall.glsl
lpp_depthnorm.glsl
lpp_light.glsl
lpp_wall.glsl
menutint.glsl
postproc_fisheye.glsl
postproc_panorama.glsl
rtlight.glsl reworked the shader system slightly. 2015-05-03 19:57:46 +00:00
terrain.glsl
underwaterwarp.glsl