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gl_ambientshader.cpp
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Resolve multisampling depth in shader
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2016-09-25 00:19:16 +02:00 |
gl_ambientshader.h
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Resolve multisampling depth in shader
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2016-09-25 00:19:16 +02:00 |
gl_bloomshader.cpp
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Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
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2016-09-22 09:13:32 +02:00 |
gl_bloomshader.h
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Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
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2016-09-22 09:13:32 +02:00 |
gl_blurshader.cpp
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- changed the license of the OpenGL renderer to LGPL v3.
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2016-09-14 20:01:13 +02:00 |
gl_blurshader.h
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Fix blur shader to use RenderScreenQuad
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2016-08-14 09:05:50 +02:00 |
gl_colormapshader.cpp
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- changed the license of the OpenGL renderer to LGPL v3.
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2016-09-14 20:01:13 +02:00 |
gl_colormapshader.h
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- draw the colormap blend after postprocessing, not before it.
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2016-09-01 17:14:51 +02:00 |
gl_lensshader.cpp
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- changed the license of the OpenGL renderer to LGPL v3.
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2016-09-14 20:01:13 +02:00 |
gl_lensshader.h
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Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero
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2016-08-26 01:46:39 +02:00 |
gl_presentshader.cpp
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- changed the license of the OpenGL renderer to LGPL v3.
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2016-09-14 20:01:13 +02:00 |
gl_presentshader.h
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Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero
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2016-08-26 01:46:39 +02:00 |
gl_shader.cpp
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- changed the license of the OpenGL renderer to LGPL v3.
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2016-09-14 20:01:13 +02:00 |
gl_shader.h
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- changed the license of the OpenGL renderer to LGPL v3.
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2016-09-14 20:01:13 +02:00 |
gl_shaderprogram.cpp
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- changed the license of the OpenGL renderer to LGPL v3.
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2016-09-14 20:01:13 +02:00 |
gl_shaderprogram.h
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- removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.)
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2016-09-01 11:52:52 +02:00 |
gl_texshader.cpp
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gl_texshader.h
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gl_tonemapshader.cpp
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Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
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2016-09-22 09:13:32 +02:00 |
gl_tonemapshader.h
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Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
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2016-09-22 09:13:32 +02:00 |