ioq3quest/code/renderergl2
Zack Middleton c621589157 Fix 6155: OpenGL2: some shader stages remains visible through fog volumes
Fix CalcFog in generic_vp.glsl to fog fogged surfaces.
Now it's the same as CalcFog in fogpass_vp.glsl.

Fixes shaders that use adjustColorsForFog. Impact wallmarks, blood sprites, flame textures and so on.
2014-08-29 02:50:02 -05:00
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glsl Fix 6155: OpenGL2: some shader stages remains visible through fog volumes 2014-08-29 02:50:02 -05:00
tr_animation.c OpenGL2: Fix pshadows for MDR models 2014-02-22 18:09:48 -06:00
tr_backend.c OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults. 2014-07-31 21:01:57 -07:00
tr_bsp.c Remove a numIboIndexes=0 that is not read from GL2 tr_bsp.c 2014-08-27 20:47:45 -05:00
tr_cmds.c OpenGL2: Reimplement soft overbright to avoid a framebuffer blit. 2013-11-05 00:08:59 -08:00
tr_curve.c OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
tr_extensions.c Fix OSX build 2014-08-25 12:03:10 -04:00
tr_extramath.c OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_extramath.h OpenGL2: Replace R_MipMapsRGB() with faster version. 2014-07-22 11:43:19 -07:00
tr_extratypes.h Clarify comment for OpenGL2's RDF_NOFOG 2013-05-24 13:16:56 -05:00
tr_fbo.c OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults. 2014-07-31 21:01:57 -07:00
tr_fbo.h OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_flares.c #6059: OpenGL2: Read depths from resolve fbo when msaa is on in RB_TestFlare(). 2013-11-20 00:45:08 -08:00
tr_glsl.c OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults. 2014-07-31 21:01:57 -07:00
tr_image.c Port COM_ParseExt fixes to CommaParse 2014-08-28 20:34:05 -05:00
tr_init.c Merge branch 'master' into sdl2 2014-08-25 15:00:48 +01:00
tr_light.c OpenGL2: Merge bsp surface structs into a single struct, and more cleanup. 2013-10-15 01:19:16 -07:00
tr_local.h Merge branch 'master' into sdl2 2014-08-25 15:00:48 +01:00
tr_main.c OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults. 2014-07-31 21:01:57 -07:00
tr_marks.c OpenGL2: Remove srfTriangle_t, and use glIndex_t instead. 2013-11-08 01:46:17 -08:00
tr_mesh.c #5979: Cubemap support for opengl2. 2013-09-16 00:54:26 -07:00
tr_model.c OpenGL2: Really obvious optimization to previous commit. 2014-05-27 20:52:36 -07:00
tr_model_iqm.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_postprocess.c OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_postprocess.h OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_scene.c OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults. 2014-07-31 21:01:57 -07:00
tr_shade.c OpenGL2: Parallax corrected cubemap (cheaper trick) 2014-03-16 16:29:38 -07:00
tr_shade_calc.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_shader.c Fix incorrect rgbGen const reading uninitialized memory 2014-08-27 20:35:16 -05:00
tr_shadows.c renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
tr_sky.c OpenGL2: Remove and force r_softOverbright. 2014-02-20 17:01:50 -08:00
tr_subs.c renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
tr_surface.c Check for buffer overflow for rail/lightning surfaces 2014-01-25 21:15:36 -06:00
tr_vbo.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_world.c OpenGL2 don't try to dlight surfaces that had all dlights culled 2014-06-10 21:34:31 -05:00