ioq3/code/renderergl2/glsl
SmileTheory a7c5fc0ee7 OpenGL2: Some small shader optimizations. 2013-11-04 22:50:53 -08:00
..
bokeh_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
bokeh_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
calclevels4x_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
calclevels4x_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
depthblur_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
depthblur_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
dlight_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
dlight_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
down4x_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
down4x_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
fogpass_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
fogpass_vp.glsl OpenGL2: Remove AGEN_FRESNEL(superceded by cubemap patch), and some small fixes and optimizations. 2013-09-24 03:29:49 -07:00
generic_fp.glsl OpenGL2: Use RGBM instead of RGBE encoding for lightmaps. 2013-09-16 05:57:14 -07:00
generic_vp.glsl OpenGL2: Fix TCGEN_ENVIRONMENT stages not rendering correctly. 2013-10-10 03:41:31 -07:00
lightall_fp.glsl OpenGL2: Some small shader optimizations. 2013-11-04 22:50:53 -08:00
lightall_vp.glsl OpenGL2: Revisit fragment tangent space calculation, and remove tangent space lighting. 2013-11-04 21:53:05 -08:00
pshadow_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
pshadow_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
shadowfill_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
shadowfill_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
shadowmask_fp.glsl Add sunlight/lightmap merging by multiply (r_sunlightMode 1) 2013-04-02 00:17:24 -07:00
shadowmask_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
ssao_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
ssao_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
texturecolor_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
texturecolor_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
tonemap_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
tonemap_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00