..
glsl_alias.c
Use the new shader system in the bsp renderer.
2014-01-28 16:22:04 +09:00
glsl_bsp.c
Fix bsp water surfaces.
2014-01-28 16:22:04 +09:00
glsl_draw.c
Add basic support for shader "effects".
2014-01-28 16:22:03 +09:00
glsl_fog.c
Do a bit of bound() usage auditing.
2012-07-12 19:33:51 +09:00
glsl_iqm.c
Add basic support for shader "effects".
2014-01-28 16:22:03 +09:00
glsl_lightmap.c
Support up to 128 dlights.
2012-07-21 13:58:54 +09:00
glsl_main.c
Fix the calls for Draw_Init in the gl renderers.
2013-05-09 17:58:33 +09:00
glsl_particles.c
Add basic support for shader "effects".
2014-01-28 16:22:03 +09:00
glsl_screen.c
Fix scr_copyeverything in gl and glsl.
2013-01-13 17:23:00 +09:00
glsl_shader.c
Fix an allocation oopsie.
2014-01-28 16:22:04 +09:00
glsl_sprite.c
Add basic support for shader "effects".
2014-01-28 16:22:03 +09:00
glsl_textures.c
Parameterize the linear filtering of scrap textures.
2012-07-03 12:10:24 +09:00
iqm.frag
Correct the fog distance calculations.
2012-07-17 19:10:10 +09:00
iqm.vert
Remove the vertex scaling.
2012-05-16 08:13:59 +09:00
Makefile.am
Use the new shader system in the bsp renderer.
2014-01-28 16:22:04 +09:00
namehack.h
Start putting the pieces back together.
2012-04-11 14:58:55 +09:00
qfglsl.c
Nuke the rcsid stuff.
2012-04-22 10:56:32 +09:00
quake2d.frag
Use 0.0 instead of 0.5 for t for palette lookups.
2012-01-14 20:51:43 +09:00
quakeforge.glsl
Ensure the vertex coord attribute is attribute 0.
2014-01-28 16:22:04 +09:00
quakeico.vert
Work around a bug in mesa.
2011-12-28 20:43:56 +09:00
quakepar.frag
Correct the fog distance calculations.
2012-07-17 19:10:10 +09:00
quakepar.vert
Implement QF style particles.
2012-01-21 19:51:18 +09:00
quakepnt.frag
Correct the fog distance calculations.
2012-07-17 19:10:10 +09:00
quakepnt.vert
Fix an inconsistent numeric constant.
2012-04-20 16:30:25 +09:00
quakespr.frag
Correct the fog distance calculations.
2012-07-17 19:10:10 +09:00
quakespr.vert
Implement sprite rendering.
2011-12-31 14:39:33 +09:00
quaketxt.vert
Rename char to dchar in the text vertex shader.
2012-04-21 20:59:04 +09:00
vid_common_glsl.c
Start using the new shader system.
2014-01-28 16:22:04 +09:00