doom3-bfg/base/renderprogs
Robert Beckebans 0eaaea4b96 Improved shadow mapping performance using the shadow LOD and tweaked
polygon offsets to fight shadow acne
2014-05-11 22:30:01 +02:00
..
_manifest.lua Because I can :) 2014-05-10 14:40:01 +02:00
bink.pixel
bink.vertex
bink_gui.pixel
bink_gui.vertex Cg shader fixes for Mesa and Qualcomm drivers #90 2014-04-20 17:04:04 +02:00
blendLight.pixel
blendLight.vertex
bloodorb1_capture.pixel
bloodorb1_capture.vertex
bloodorb2_capture.pixel
bloodorb2_capture.vertex
bloodorb3_capture.pixel
bloodorb3_capture.vertex
bloodorb_draw.pixel
bloodorb_draw.vertex
bumpyenvironment.pixel
bumpyenvironment.vertex
bumpyenvironment_skinned.pixel
bumpyenvironment_skinned.vertex Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping 2014-05-11 11:30:56 +02:00
color.pixel
color.vertex Because I can :) 2014-05-10 14:40:01 +02:00
colorProcess.pixel
colorProcess.vertex
debug_shadowmap.pixel Because I can :) 2014-05-10 14:40:01 +02:00
debug_shadowmap.vertex Because I can :) 2014-05-10 14:40:01 +02:00
depth.pixel
depth.vertex
depth_skinned.pixel
depth_skinned.vertex Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping 2014-05-11 11:30:56 +02:00
environment.pixel
environment.vertex
environment_skinned.pixel
environment_skinned.vertex Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping 2014-05-11 11:30:56 +02:00
enviroSuit.pixel
enviroSuit.vertex
fog.pixel
fog.vertex
fog_skinned.pixel
fog_skinned.vertex Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping 2014-05-11 11:30:56 +02:00
fxaa.pixel
fxaa.vertex
global.inc Because I can :) 2014-05-10 14:40:01 +02:00
gui.pixel
gui.vertex Cg shader fixes for Mesa and Qualcomm drivers #90 2014-04-20 17:04:04 +02:00
heathaze.pixel
heathaze.vertex More Cg shader fixes for Mesa and Qualcomm drivers #90 2014-04-20 17:44:17 +02:00
heatHazeWithMask.pixel
heatHazeWithMask.vertex More Cg shader fixes for Mesa and Qualcomm drivers #90 2014-04-20 17:44:17 +02:00
heatHazeWithMaskAndVertex.pixel
heatHazeWithMaskAndVertex.vertex More Cg shader fixes for Mesa and Qualcomm drivers #90 2014-04-20 17:44:17 +02:00
interaction.pixel Because I can :) 2014-05-10 14:40:01 +02:00
interaction.vertex Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping 2014-05-11 11:30:56 +02:00
interactionAmbient.pixel
interactionAmbient.vertex
interactionAmbient_skinned.pixel
interactionAmbient_skinned.vertex Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping 2014-05-11 11:30:56 +02:00
interactionSM.pixel Improved shadow mapping performance using the shadow LOD and tweaked 2014-05-11 22:30:01 +02:00
interactionSM.vertex Because I can :) 2014-05-10 14:40:01 +02:00
motionBlur.pixel Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping 2014-05-11 11:30:56 +02:00
motionBlur.vertex
postprocess.pixel
postprocess.vertex
shadow.pixel
shadow.vertex
shadow_skinned.pixel
shadow_skinned.vertex Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping 2014-05-11 11:30:56 +02:00
shadowDebug.pixel
shadowDebug.vertex
shadowDebug_skinned.pixel
shadowDebug_skinned.vertex Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping 2014-05-11 11:30:56 +02:00
simpleshade.pixel
simpleshade.vertex
skinning.inc Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping 2014-05-11 11:30:56 +02:00
skybox.pixel
skybox.vertex
stereoDeGhost.pixel
stereoDeGhost.vertex
stereoInterlace.pixel
stereoInterlace.vertex
stereoWarp.pixel
stereoWarp.vertex
texture.pixel
texture.vertex
texture_color.pixel
texture_color.vertex
texture_color_skinned.pixel
texture_color_skinned.vertex Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping 2014-05-11 11:30:56 +02:00
texture_color_texgen.pixel
texture_color_texgen.vertex
vertex_color.pixel Because I can :) 2014-05-10 14:40:01 +02:00
vertex_color.vertex Because I can :) 2014-05-10 14:40:01 +02:00
wobblesky.pixel
wobblesky.vertex
zcullReconstruct.pixel
zcullReconstruct.vertex