..
bloomcombine.fp
Added bloom and tonemap to menus
2016-07-29 21:31:20 +02:00
bloomextract.fp
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-22 09:13:32 +02:00
burn.fp
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
colormap.fp
- draw the colormap blend after postprocessing, not before it.
2016-09-01 17:14:51 +02:00
depthblur.fp
SSAO math bug fixes
2016-10-06 07:36:49 +02:00
exposureaverage.fp
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-22 09:13:32 +02:00
exposurecombine.fp
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-22 09:13:32 +02:00
exposureextract.fp
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-22 09:13:32 +02:00
fogboundary.fp
Removed unused input from fog boundary fragment program
2017-02-01 10:05:38 +02:00
func_brightmap.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-08-20 01:22:34 +02:00
func_defaultlight.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-08-20 01:22:34 +02:00
func_defaultmat.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-08-20 01:22:34 +02:00
func_normal.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-08-20 01:22:34 +02:00
func_notexture.fp
shader rework
2014-05-12 14:45:41 +02:00
func_pbr.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-08-20 01:22:34 +02:00
func_spec.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-08-20 01:22:34 +02:00
func_warp1.fp
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
func_warp2.fp
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
func_warp3.fp
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
func_wavex.fp
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
fuzz_jagged.fp
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
fuzz_noise.fp
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
fuzz_smooth.fp
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
fuzz_smoothnoise.fp
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
fuzz_smoothtranslucent.fp
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
fuzz_software.fp
Merge branch 'gzdoom' into materials
2018-02-10 00:08:17 +01:00
fuzz_standard.fp
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
fuzz_swirly.fp
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
fxaa.fp
Added FXAA post-processing
2016-10-03 00:15:45 +02:00
lensdistortion.fp
Fix aspect ratio and texture clipping in lens shader
2016-08-04 15:47:15 +02:00
lineardepth.fp
Multisampling ssao bug fixes and split linear depth to its own buffer
2016-10-09 06:17:48 +02:00
main.fp
- enabled the linear shadowmap filter.
2018-10-04 19:08:49 +02:00
main.vp
- Fix normal normalize
2017-07-27 22:31:57 +02:00
material_nolight.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-08-20 01:22:34 +02:00
material_normal.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-08-20 01:22:34 +02:00
material_pbr.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-08-20 01:22:34 +02:00
material_specular.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-08-20 01:22:34 +02:00
present.fp
- removed 'cooling' component of the shader since it technically wasn't really functional (guess we have to use a separate shader to do that)
2017-07-02 16:59:15 -04:00
present_checker3d.fp
Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
2016-10-09 13:05:50 -04:00
present_column3d.fp
Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
2016-10-09 13:05:50 -04:00
present_row3d.fp
Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
2016-10-09 13:05:50 -04:00
screenquad.vp
Moved state to FGLPostProcessState and merged vertex shaders
2016-08-06 11:51:08 +02:00
screenquadscale.vp
- use static buffer data and a uniform to handle the texture positioning of the present shader.
2016-08-08 16:06:02 +02:00
shadowmap.fp
- Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture
2017-06-04 00:44:49 +02:00
ssao.fp
Multisampling ssao bug fixes and split linear depth to its own buffer
2016-10-09 06:17:48 +02:00
ssaocombine.fp
Multisampling ssao bug fixes and split linear depth to its own buffer
2016-10-09 06:17:48 +02:00
stencil.fp
Mark portals in scene alpha channel for the SSAO pass
2016-09-25 00:22:31 +02:00
swshader.fp
Add OpenGL ES support to Linux target and enable it for ARM devices
2017-01-25 07:18:26 +01:00
swshader.vp
Add wipes
2016-10-11 14:37:57 +02:00
tonemap.fp
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-22 09:13:32 +02:00