quakeforge/libs/video/renderer/glsl
Bill Currie 3508972d66 Draw water surfaces... with some really funky turbulence.
It seems I misunderstood the sw turbulence code.
2012-01-10 20:50:47 +09:00
..
glsl_alias.c Remove some redundate statements. 2012-01-08 20:38:56 +09:00
glsl_bsp.c Draw water surfaces... with some really funky turbulence. 2012-01-10 20:50:47 +09:00
glsl_draw.c Fix some warnings. 2012-01-07 23:11:56 +09:00
glsl_lightmap.c Get the lightmap texture properly. 2012-01-09 21:13:40 +09:00
glsl_main.c Draw water surfaces... with some really funky turbulence. 2012-01-10 20:50:47 +09:00
glsl_particles.c Make a clean break heading for GLES compatibility. 2011-12-26 16:08:55 +09:00
glsl_screen.c Add demo to "movie" conversion. 2012-01-05 19:19:37 +09:00
glsl_sprite.c Get sprite interpolation working. 2012-01-04 18:31:35 +09:00
glsl_textures.c Get the lightmap texture properly. 2012-01-09 21:13:40 +09:00
Makefile.am Draw water surfaces... with some really funky turbulence. 2012-01-10 20:50:47 +09:00
quake2d.frag Add support for vertex colors. 2011-12-28 09:04:26 +09:00
quakebsp.frag Try, but fail, to render the world. 2012-01-08 20:39:36 +09:00
quakebsp.vert Try, but fail, to render the world. 2012-01-08 20:39:36 +09:00
quakeico.vert Work around a bug in mesa. 2011-12-28 20:43:56 +09:00
quakemdl.frag Scale the light level index correctly before colormap lookup. 2012-01-03 19:57:47 +09:00
quakemdl.vert Rework the alias vertex shader and rendering code for lerping. 2012-01-04 14:35:34 +09:00
quakepnt.frag Add my point shaders before I lose them. 2012-01-04 18:47:03 +09:00
quakepnt.vert Add my point shaders before I lose them. 2012-01-04 18:47:03 +09:00
quakespr.frag Make a start on getting sprites rendering. 2011-12-30 21:11:59 +09:00
quakespr.vert Implement sprite rendering. 2011-12-31 14:39:33 +09:00
quaketrb.frag Draw water surfaces... with some really funky turbulence. 2012-01-10 20:50:47 +09:00
quaketxt.vert Add support for vertex colors. 2011-12-28 09:04:26 +09:00