ioq3quest/code/renderergl2/glsl
2017-07-13 12:03:10 -07:00
..
bokeh_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
bokeh_vp.glsl OpenGL2: Small glsl shader optimizations, fixes, and cleanup. 2013-12-12 21:38:01 -08:00
calclevels4x_fp.glsl OpenGL2: Shader optimization, and add dither to tonemap. 2016-02-17 20:06:18 -08:00
calclevels4x_vp.glsl OpenGL2: Small glsl shader optimizations, fixes, and cleanup. 2013-12-12 21:38:01 -08:00
depthblur_fp.glsl OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader. 2016-04-05 02:37:05 -07:00
depthblur_vp.glsl OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader. 2016-04-05 02:37:05 -07:00
dlight_fp.glsl OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
dlight_vp.glsl OpenGL2: Change normal/tangent vertex encoding. 2014-10-28 18:15:13 -07:00
down4x_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
down4x_vp.glsl OpenGL2: Small glsl shader optimizations, fixes, and cleanup. 2013-12-12 21:38:01 -08:00
fogpass_fp.glsl OpenGL2: Small glsl shader optimizations, fixes, and cleanup. 2013-12-12 21:38:01 -08:00
fogpass_vp.glsl OpenGL2: Change normal/tangent vertex encoding. 2014-10-28 18:15:13 -07:00
generic_fp.glsl OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
generic_vp.glsl OpenGL2: remove lightmap support from generic glsl shader. 2014-11-10 21:59:37 -08:00
lightall_fp.glsl OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
lightall_vp.glsl OpenGL2: Remove per fragment tangent space calculation code. 2016-09-14 03:57:51 -07:00
pshadow_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
pshadow_vp.glsl OpenGL2: Change normal/tangent vertex encoding. 2014-10-28 18:15:13 -07:00
shadowfill_fp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
shadowfill_vp.glsl OpenGL2: Change normal/tangent vertex encoding. 2014-10-28 18:15:13 -07:00
shadowmask_fp.glsl OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
shadowmask_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
ssao_fp.glsl OpenGL2: More ssao/depth blur improvements. 2016-03-11 04:37:50 -08:00
ssao_vp.glsl renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
texturecolor_fp.glsl fixed formatting of a few GLSL float constants 2014-01-11 17:43:19 -08:00
texturecolor_vp.glsl fixed formatting of a few GLSL float constants 2014-01-11 17:43:19 -08:00
tonemap_fp.glsl OpenGL2: Shader optimization, and add dither to tonemap. 2016-02-17 20:06:18 -08:00
tonemap_vp.glsl OpenGL2: Speed up tonemap shader. 2014-10-27 06:37:57 -07:00