doom3-bfg/base/renderprogs
Robert Beckebans 29f5488c89 Merge branch 'SSGI' into HDR-linearRGB
Conflicts:
	base/renderprogs/global.inc
	base/renderprogs/interactionAmbient.pixel
	neo/renderer/OpenGL/gl_Image.cpp
	neo/renderer/RenderProgs_embedded.h
2016-01-11 19:35:34 +01:00
..
_manifest.lua Hierarchical depth buffer for SSAO works 2016-01-09 16:23:49 +01:00
ambient_lighting.pixel Lighting in linear RGB. One step closer to PBR 2015-12-30 11:01:57 +01:00
ambient_lighting.vertex Added ambient pass to make game less dark 2015-12-24 18:47:16 +01:00
AmbientOcclusion_AO.pixel More SSGI and SSAO bugfixes 2016-01-11 19:00:20 +01:00
AmbientOcclusion_AO.vertex SSAO experiment 2016-01-02 19:28:49 +01:00
AmbientOcclusion_blur.pixel More SSGI and SSAO bugfixes 2016-01-11 19:00:20 +01:00
AmbientOcclusion_blur.vertex Added bilateral blur to SSAO 2016-01-02 23:59:44 +01:00
AmbientOcclusion_minify.pixel SSGI and SSAO bugfixes 2016-01-10 23:47:16 +01:00
AmbientOcclusion_minify.vertex Framework for hierarchical depth buffer optimization 2016-01-09 13:38:49 +01:00
bink.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
bink.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
bink_gui.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
bink_gui.vertex sRGB gamma correct rendering experiment 2015-04-12 11:11:03 +02:00
blendLight.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
blendLight.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
bloodorb1_capture.pixel Initial commit 2012-11-26 12:58:24 -06:00
bloodorb1_capture.vertex Initial commit 2012-11-26 12:58:24 -06:00
bloodorb2_capture.pixel Initial commit 2012-11-26 12:58:24 -06:00
bloodorb2_capture.vertex Initial commit 2012-11-26 12:58:24 -06:00
bloodorb3_capture.pixel Initial commit 2012-11-26 12:58:24 -06:00
bloodorb3_capture.vertex Initial commit 2012-11-26 12:58:24 -06:00
bloodorb_draw.pixel Initial commit 2012-11-26 12:58:24 -06:00
bloodorb_draw.vertex Initial commit 2012-11-26 12:58:24 -06:00
bumpyenvironment.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
bumpyenvironment.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
bumpyenvironment_skinned.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
bumpyenvironment_skinned.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
color.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
color.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
colorProcess.pixel Initial commit 2012-11-26 12:58:24 -06:00
colorProcess.vertex Initial commit 2012-11-26 12:58:24 -06:00
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
DeepGBufferRadiosity_blur.pixel More SSGI and SSAO bugfixes 2016-01-11 19:00:20 +01:00
DeepGBufferRadiosity_blur.vertex SSGI radiosity blur 2016-01-10 17:20:38 +01:00
DeepGBufferRadiosity_radiosity.pixel More SSGI and SSAO bugfixes 2016-01-11 19:00:20 +01:00
DeepGBufferRadiosity_radiosity.vertex SSGI radiosity blur 2016-01-10 17:20:38 +01:00
depth.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
depth.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
depth_skinned.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
depth_skinned.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
environment.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
environment.vertex sRGB gamma correct rendering experiment 2015-04-12 11:11:03 +02:00
environment_skinned.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
environment_skinned.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
enviroSuit.pixel Initial commit 2012-11-26 12:58:24 -06:00
enviroSuit.vertex Initial commit 2012-11-26 12:58:24 -06:00
fog.pixel sRGB gamma correct rendering experiment 2015-04-12 11:11:03 +02:00
fog.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
fog_skinned.pixel sRGB gamma correct rendering experiment 2015-04-12 11:11:03 +02:00
fog_skinned.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
fxaa.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
fxaa.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
gbuffer.pixel Hierarchical depth buffer for SSAO works 2016-01-09 16:23:49 +01:00
gbuffer.vertex Added bilateral blur to SSAO 2016-01-02 23:59:44 +01:00
global.inc Merge branch 'SSGI' into HDR-linearRGB 2016-01-11 19:35:34 +01:00
gui.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
gui.vertex sRGB gamma correct rendering experiment 2015-04-12 11:11:03 +02:00
hdr_glare_chromatic.pixel Added filmic post process effects 2015-12-23 13:53:21 +01:00
hdr_glare_chromatic.vertex Added missing renderprogs 2015-12-20 21:52:38 +01:00
heathaze.pixel Lighting in linear RGB. One step closer to PBR 2015-12-30 11:01:57 +01:00
heathaze.vertex More Cg shader fixes for Mesa and Qualcomm drivers #90 2014-04-20 17:44:17 +02:00
heatHazeWithMask.pixel Lighting in linear RGB. One step closer to PBR 2015-12-30 11:01:57 +01:00
heatHazeWithMask.vertex More Cg shader fixes for Mesa and Qualcomm drivers #90 2014-04-20 17:44:17 +02:00
heatHazeWithMaskAndVertex.pixel Lighting in linear RGB. One step closer to PBR 2015-12-30 11:01:57 +01:00
heatHazeWithMaskAndVertex.vertex More Cg shader fixes for Mesa and Qualcomm drivers #90 2014-04-20 17:44:17 +02:00
interaction.pixel Fixed ambient light so muzzleflash doesn't look like shit in Ultimate BFG 2015-12-31 12:11:11 +01:00
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 Merge branch 'SSGI' into HDR-linearRGB 2016-01-11 19:35:34 +01:00
interactionAmbient.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
interactionAmbient_skinned.pixel Fixed ambient light so muzzleflash doesn't look like shit in Ultimate BFG 2015-12-31 12:11:11 +01:00
interactionAmbient_skinned.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
interactionSM.pixel Fixed ambient light so muzzleflash doesn't look like shit in Ultimate BFG 2015-12-31 12:11:11 +01:00
interactionSM.vertex Because I can :) 2014-05-10 14:40:01 +02:00
motionBlur.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
motionBlur.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
postprocess.pixel Tweaked HDR/ambient 2015-12-25 12:03:59 +01:00
postprocess.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
screen.pixel Added missing renderprogs 2015-12-20 21:52:38 +01:00
screen.vertex Added missing renderprogs 2015-12-20 21:52:38 +01:00
shadow.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
shadow.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
shadow_skinned.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
shadow_skinned.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
shadowDebug.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
shadowDebug.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
shadowDebug_skinned.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
shadowDebug_skinned.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
simpleshade.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
simpleshade.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
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 Shadersync from private project 2014-08-02 14:36:46 +02:00
skybox.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
SMAA.inc Finally, Crytek's SMAA works at leat in SMAA 1x mode 2015-12-28 23:22:58 +01:00
SMAA_blending_weight_calc.pixel SMAA debugging 2015-12-28 21:36:25 +01:00
SMAA_blending_weight_calc.vertex SMAA debugging 2015-12-28 21:36:25 +01:00
SMAA_edge_detection.pixel SMAA debugging 2015-12-28 21:36:25 +01:00
SMAA_edge_detection.vertex SMAA debugging 2015-12-28 21:36:25 +01:00
SMAA_final.pixel SMAA neighborhood blending shader 2015-12-28 13:34:39 +01:00
SMAA_final.vertex SMAA neighborhood blending shader 2015-12-28 13:34:39 +01:00
stereoDeGhost.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
stereoDeGhost.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
stereoInterlace.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
stereoInterlace.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
stereoWarp.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
stereoWarp.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
texture.pixel Hierarchical depth buffer for SSAO works 2016-01-09 16:23:49 +01:00
texture.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
texture_color.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
texture_color.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
texture_color_skinned.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
texture_color_skinned.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
texture_color_texgen.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
texture_color_texgen.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
tonemap.pixel Merge branch 'SMAA' into HDR-linearRGB 2015-12-30 10:08:25 +01:00
tonemap.vertex Added missing renderprogs 2015-12-20 21:52:38 +01:00
vertex_color.pixel sRGB gamma correct rendering experiment 2015-04-12 11:11:03 +02:00
vertex_color.vertex Because I can :) 2014-05-10 14:40:01 +02:00
wobblesky.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
wobblesky.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00
zcullReconstruct.pixel Shadersync from private project 2014-08-02 14:36:46 +02:00
zcullReconstruct.vertex Shadersync from private project 2014-08-02 14:36:46 +02:00