mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
6e825e42dd
fix misc bugs. rewrote skeletal code to use gpu-friendly skeletal data for all skeletal formats. add modelframecount builtin, to easily get the number of frames in a model. integrate hlmdl a little better. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5031 fc73d0e0-1445-4013-8a0c-d673dee63da5 |
||
---|---|---|
.. | ||
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 | ||
defaultwarp.glsl | ||
depthonly.glsl | ||
drawflat_wall.glsl | ||
fixedemu.glsl | ||
fxaa.glsl | ||
lpp_depthnorm.glsl | ||
lpp_light.glsl | ||
lpp_wall.glsl | ||
menutint.glsl | ||
postproc_equirectangular.glsl | ||
postproc_fisheye.glsl | ||
postproc_laea.glsl | ||
postproc_panorama.glsl | ||
postproc_stereographic.glsl | ||
rtlight.glsl | ||
terrain.glsl | ||
underwaterwarp.glsl |