gzdoom-gles/wadsrc/static/shaders/glsl
2017-08-15 00:27:26 +02:00
..
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
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
func_defaultlight.fp
func_normal.fp
func_notexture.fp
func_warp1.fp
func_warp2.fp - make the warp2 shader's formula match the software renderer's. 2016-05-04 13:47:40 +02:00
func_warp3.fp - make the warp2 shader's formula match the software renderer's. 2016-05-04 13:47:40 +02:00
func_wavex.fp
fuzz_jagged.fp
fuzz_noise.fp - Add OpenGL ES 3 support to GL renderer 2017-04-06 23:34:42 -04:00
fuzz_smooth.fp
fuzz_smoothnoise.fp
fuzz_smoothtranslucent.fp
fuzz_standard.fp - Add OpenGL ES 3 support to GL renderer 2017-04-06 23:34:42 -04:00
fuzz_swirly.fp
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 - Added linear and nearest shadowmap filters (enabled with defines) 2017-08-13 13:49:02 +02:00
main.vp - Fix normal normalize 2017-07-27 22:31:57 +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
shaderdefs.i - Calculate globvis/r_visibility in r_utility and use it in GL and poly renderers 2017-07-09 19:01:34 +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