ioq3/code/renderergl2/glsl
Zack Middleton 93abc60a5b OpenGL2: Fix applying tcMod turb
Shader stage tcMods for matrix and turb effects need to be applied in
order for turb to be correct and all tcMod turb need to be applied
instead of only the last one.

Quake 3's textures/liquids/slime1 had tcMod turb and then tcMod scale.
OpenGL2 applied the matrix first and then turb which had the wrong result.
2024-01-18 03:16:39 -05:00
..
bokeh_fp.glsl OpenGL2: Don't use initialized arrays in glsl shaders. 2017-07-24 16:29:04 -07:00
bokeh_vp.glsl OpenGL2: Small glsl shader optimizations, fixes, and cleanup. 2013-12-12 21:38:01 -08:00
calclevels4x_fp.glsl OpenGL2: Misc fixes and cleanup 2018-07-20 23:40:35 -05:00
calclevels4x_vp.glsl OpenGL2: Small glsl shader optimizations, fixes, and cleanup. 2013-12-12 21:38:01 -08:00
depthblur_fp.glsl OpenGL2: Don't use initialized arrays in glsl shaders. 2017-07-24 16:29:04 -07:00
depthblur_vp.glsl OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader. 2016-04-05 02:37:05 -07:00
dlight_fp.glsl OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
dlight_vp.glsl OpenGL2: Change normal/tangent vertex encoding. 2014-10-28 18:15:13 -07:00
down4x_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
down4x_vp.glsl OpenGL2: Small glsl shader optimizations, fixes, and cleanup. 2013-12-12 21:38:01 -08:00
fogpass_fp.glsl OpenGL2: Small glsl shader optimizations, fixes, and cleanup. 2013-12-12 21:38:01 -08:00
fogpass_vp.glsl OpenGL2: Add GPU vertex skinning for IQM models 2018-07-27 17:40:25 -05:00
generic_fp.glsl OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
generic_vp.glsl OpenGL2: Fix applying tcMod turb 2024-01-18 03:16:39 -05:00
lightall_fp.glsl OpenGL2: Flip normals for backfacing triangles. 2021-07-20 13:51:19 -07:00
lightall_vp.glsl OpenGL2: Fix applying tcMod turb 2024-01-18 03:16:39 -05:00
pshadow_fp.glsl OpenGL2: "Fix" cg_shadows 4. 2017-07-14 16:15:02 -07:00
pshadow_vp.glsl OpenGL2: Change normal/tangent vertex encoding. 2014-10-28 18:15:13 -07:00
shadowfill_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
shadowfill_vp.glsl OpenGL2: Add GPU vertex skinning for IQM models 2018-07-27 17:40:25 -05:00
shadowmask_fp.glsl OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
shadowmask_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
ssao_fp.glsl OpenGL2: Misc fixes and cleanup 2018-07-20 23:40:35 -05:00
ssao_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
texturecolor_fp.glsl fixed formatting of a few GLSL float constants 2014-01-11 17:43:19 -08:00
texturecolor_vp.glsl fixed formatting of a few GLSL float constants 2014-01-11 17:43:19 -08:00
tonemap_fp.glsl OpenGL2: Shader optimization, and add dither to tonemap. 2016-02-17 20:06:18 -08:00
tonemap_vp.glsl OpenGL2: Speed up tonemap shader. 2014-10-27 06:37:57 -07:00