ioq3quest/code/renderergl2/glsl
James Canete c02528cf1d Merge pull request #21 from cmf028/master
Fix glsl DEFORM_BULGE calculation
2013-12-01 19:33:51 -08:00
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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 Fix glsl DEFORM_BULGE calculation 2013-12-01 21:19:26 -06:00
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 Merge pull request #21 from cmf028/master 2013-12-01 19:33:51 -08:00
generic_fp.glsl OpenGL2: Use RGBM instead of RGBE encoding for lightmaps. 2013-09-16 05:57:14 -07:00
generic_vp.glsl Merge pull request #21 from cmf028/master 2013-12-01 19:33:51 -08:00
lightall_fp.glsl OpenGL2: Some small shader optimizations. 2013-11-04 22:50:53 -08:00
lightall_vp.glsl OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -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 Fix glsl DEFORM_BULGE calculation 2013-12-01 21:19:26 -06:00
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