.. |
bokeh_fp.glsl
|
OpenGL2: Don't use initialized arrays in glsl shaders.
|
2017-07-24 16:29:04 -07:00 |
bokeh_vp.glsl
|
OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
|
2013-12-12 21:38:01 -08:00 |
calclevels4x_fp.glsl
|
OpenGL2: Misc fixes and cleanup
|
2018-07-20 23:40:35 -05:00 |
calclevels4x_vp.glsl
|
OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
|
2013-12-12 21:38:01 -08:00 |
depthblur_fp.glsl
|
OpenGL2: Don't use initialized arrays in glsl shaders.
|
2017-07-24 16:29:04 -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: Add GPU vertex skinning for IQM models
|
2018-07-27 17:40:25 -05:00 |
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: Add GPU vertex skinning for IQM models
|
2018-07-27 17:40:25 -05:00 |
lightall_fp.glsl
|
OpenGL2: r_cubemapping 2 for box cubemap parallax.
|
2018-12-21 19:53:18 -08:00 |
lightall_vp.glsl
|
OpenGL2: Add GPU vertex skinning for IQM models
|
2018-07-27 17:40:25 -05:00 |
pshadow_fp.glsl
|
OpenGL2: "Fix" cg_shadows 4.
|
2017-07-14 16:15:02 -07:00 |
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: Add GPU vertex skinning for IQM models
|
2018-07-27 17:40:25 -05:00 |
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: Misc fixes and cleanup
|
2018-07-20 23:40:35 -05:00 |
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 |