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caustics.glsl
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Various tweaks to documentation inside the codebase, more verbose general
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2022-02-23 01:17:05 -08:00 |
caustics_a.glsl
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Various tweaks to documentation inside the codebase, more verbose general
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2022-02-23 01:17:05 -08:00 |
clutter.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
decal.glsl
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Various tweaks to documentation inside the codebase, more verbose general
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2022-02-23 01:17:05 -08:00 |
decal_reflectcube.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
default2d.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
defaultadditivesprite.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
defaultfill.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
defaultskin.glsl
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Platform: defaultskin.glsl: Add fallback for the chrome effect in case the GLSL cannot access skeletal information.
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2023-01-12 18:50:56 -08:00 |
defaultskybox.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
defaultsprite.glsl
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GLSL: Misc cleanups and fixes to deal with NVIDIAs stricter shader compiler
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2022-04-18 21:12:04 -07:00 |
defaultwall.glsl
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defaultwall.glsl: Remove SCROLL permutation ifdef.
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2023-10-11 01:05:29 -07:00 |
defaultwarp.glsl
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ambient_generic: Precache sound inside ::Spawned() and not ::SpawnKey()
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2023-04-16 16:25:07 -07:00 |
depthonly.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
fade.glsl
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func_door: Add 'snd_move' attribute.
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2022-03-28 03:32:02 -07:00 |
fill.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
fullbright_reflect.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
heat.glsl
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env_steam: initial implementation of this Half-Life 2 entity.
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2023-09-13 00:29:31 -07:00 |
lensflare.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
lightmapped.glsl
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Client: 'buildcubemaps' will toggle r_skipEnvmap, which is now also defaulting to a black clear color (akin to Source)
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2023-03-16 16:04:47 -07:00 |
lightmapped_reflect.glsl
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Various tweaks to documentation inside the codebase, more verbose general
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2022-02-23 01:17:05 -08:00 |
lightmapped_specular.glsl
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Platform: Added r_skipLightmap to the GLSL where applicable
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2020-10-27 07:07:19 +01:00 |
pp_colorcorrect.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
reflect.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
refract.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
rtlight.glsl
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Huge cleanup. Add initial code for the revamped material definition system.
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2022-06-01 17:38:52 -07:00 |
skybox.glsl
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GLSL: Add FOGGED permutation option to each of the skybox glsl.
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2022-02-17 22:22:31 -08:00 |
skybox_hdr.glsl
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GLSL: Add FOGGED permutation option to each of the skybox glsl.
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2022-02-17 22:22:31 -08:00 |
skybox_parallax.glsl
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GLSL: Add FOGGED permutation option to each of the skybox glsl.
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2022-02-17 22:22:31 -08:00 |
skybox_valley.glsl
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GLSL: Add FOGGED permutation option to each of the skybox glsl.
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2022-02-17 22:22:31 -08:00 |
sprite.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
sprite_fixed.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
sprite_vscroll.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
terrain.glsl
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Huge cleanup. Add initial code for the revamped material definition system.
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2022-06-01 17:38:52 -07:00 |
terrain_alpha.glsl
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Huge cleanup. Add initial code for the revamped material definition system.
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2022-06-01 17:38:52 -07:00 |
terrain_alpha_alt.glsl
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NSClient: add method UpdateAliveCam()
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2022-05-15 13:32:53 -07:00 |
terrain_mask.glsl
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Huge cleanup. Add initial code for the revamped material definition system.
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2022-06-01 17:38:52 -07:00 |
terrain_skybox.glsl
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Platform: Added r_skipLightmap to the GLSL where applicable
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2020-10-27 07:07:19 +01:00 |
terrain_valley.glsl
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Platform: Added r_skipLightmap to the GLSL where applicable
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2020-10-27 07:07:19 +01:00 |
unlit.glsl
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Platform: Unlit.glsl now supports MASK permutations
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2022-06-27 08:30:56 -07:00 |
vertexlit.glsl
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Add the following physics entities from Source: phys_ballsocket, phys_constraint, phys_constraintsystem, phys_convert, phys_hinge, phys_keepupright, phys_slideconstraint & env_physexplosion
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2023-10-17 16:49:01 -07:00 |
vertexlit_specular.glsl
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GLSL: Misc cleanups and fixes to deal with NVIDIAs stricter shader compiler
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2022-04-18 21:12:04 -07:00 |
vertexmap.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
water.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
water_dirty.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
water_high.glsl
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
water_sky.glsl
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GLSL: Go over water_sky.glsl, make it work for TW's upcoming tw_rig.
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2021-12-30 15:36:26 -08:00 |