ioq3quest/code/rend2/glsl
2012-12-10 22:35:57 +00:00
..
bokeh_fp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
bokeh_vp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
calclevels4x_fp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
calclevels4x_vp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
depthblur_fp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
depthblur_vp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
dlight_fp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
dlight_vp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
down4x_fp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
down4x_vp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
fogpass_fp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
fogpass_vp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
generic_fp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
generic_vp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
lightall_fp.glsl Split light sample into direct and ambient parts when using deluxemaps or per-vertex light vectors. Fixes #5813. 2012-12-10 22:35:57 +00:00
lightall_vp.glsl #5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders. 2012-12-06 01:55:45 +00:00
pshadow_fp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
pshadow_vp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
shadowfill_fp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
shadowfill_vp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
shadowmask_fp.glsl #5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders. 2012-12-06 01:55:45 +00:00
shadowmask_vp.glsl #5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders. 2012-12-06 01:55:45 +00:00
ssao_fp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
ssao_vp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
texturecolor_fp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
texturecolor_vp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
tonemap_fp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
tonemap_vp.glsl Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00