.. |
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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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
calclevels4x_fp.glsl
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
calclevels4x_vp.glsl
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
depthblur_fp.glsl
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
depthblur_vp.glsl
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
dlight_fp.glsl
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
dlight_vp.glsl
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Fix glsl DEFORM_BULGE calculation
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2013-12-01 21:19:26 -06:00 |
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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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
fogpass_fp.glsl
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
fogpass_vp.glsl
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Merge pull request #21 from cmf028/master
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2013-12-01 19:33:51 -08:00 |
generic_fp.glsl
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OpenGL2: Use RGBM instead of RGBE encoding for lightmaps.
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2013-09-16 05:57:14 -07:00 |
generic_vp.glsl
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Merge pull request #21 from cmf028/master
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2013-12-01 19:33:51 -08:00 |
lightall_fp.glsl
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OpenGL2: Some small shader optimizations.
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2013-11-04 22:50:53 -08:00 |
lightall_vp.glsl
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OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
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2013-11-12 19:21:51 -08:00 |
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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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
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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Fix glsl DEFORM_BULGE calculation
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2013-12-01 21:19:26 -06:00 |
shadowmask_fp.glsl
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Add sunlight/lightmap merging by multiply (r_sunlightMode 1)
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2013-04-02 00:17:24 -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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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
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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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
texturecolor_vp.glsl
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
tonemap_fp.glsl
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
tonemap_vp.glsl
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |