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