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bloomcombine.fp
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Added bloom and tonemap to menus
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2016-07-29 21:31:20 +02:00 |
bloomextract.fp
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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 |
burn.fp
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colormap.fp
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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 |
depthblur.fp
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SSAO math bug fixes
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2016-10-06 07:36:49 +02:00 |
exposureaverage.fp
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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 |
exposurecombine.fp
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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 |
exposureextract.fp
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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 |
fogboundary.fp
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Removed unused input from fog boundary fragment program
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2017-02-01 10:05:38 +02:00 |
func_brightmap.fp
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func_defaultlight.fp
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func_normal.fp
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func_notexture.fp
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func_warp1.fp
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func_warp2.fp
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- make the warp2 shader's formula match the software renderer's.
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2016-05-04 13:47:40 +02:00 |
func_warp3.fp
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- make the warp2 shader's formula match the software renderer's.
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2016-05-04 13:47:40 +02:00 |
func_wavex.fp
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fuzz_jagged.fp
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fuzz_noise.fp
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- Add OpenGL ES 3 support to GL renderer
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2017-04-06 23:34:42 -04:00 |
fuzz_smooth.fp
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fuzz_smoothnoise.fp
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fuzz_smoothtranslucent.fp
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fuzz_standard.fp
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- Add OpenGL ES 3 support to GL renderer
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2017-04-06 23:34:42 -04:00 |
fuzz_swirly.fp
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fxaa.fp
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Added FXAA post-processing
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2016-10-03 00:15:45 +02:00 |
lensdistortion.fp
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Fix aspect ratio and texture clipping in lens shader
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2016-08-04 15:47:15 +02:00 |
lineardepth.fp
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Multisampling ssao bug fixes and split linear depth to its own buffer
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2016-10-09 06:17:48 +02:00 |
main.fp
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- Added linear and nearest shadowmap filters (enabled with defines)
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2017-08-13 13:49:02 +02:00 |
main.vp
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- Fix normal normalize
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2017-07-27 22:31:57 +02:00 |
present.fp
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- removed 'cooling' component of the shader since it technically wasn't really functional (guess we have to use a separate shader to do that)
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2017-07-02 16:59:15 -04:00 |
present_checker3d.fp
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Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
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2016-10-09 13:05:50 -04:00 |
present_column3d.fp
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Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
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2016-10-09 13:05:50 -04:00 |
present_row3d.fp
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Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
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2016-10-09 13:05:50 -04:00 |
screenquad.vp
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Moved state to FGLPostProcessState and merged vertex shaders
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2016-08-06 11:51:08 +02:00 |
screenquadscale.vp
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- use static buffer data and a uniform to handle the texture positioning of the present shader.
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2016-08-08 16:06:02 +02:00 |
shaderdefs.i
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- Calculate globvis/r_visibility in r_utility and use it in GL and poly renderers
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2017-07-09 19:01:34 +02:00 |
shadowmap.fp
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- Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture
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2017-06-04 00:44:49 +02:00 |
ssao.fp
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Multisampling ssao bug fixes and split linear depth to its own buffer
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2016-10-09 06:17:48 +02:00 |
ssaocombine.fp
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Multisampling ssao bug fixes and split linear depth to its own buffer
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2016-10-09 06:17:48 +02:00 |
stencil.fp
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Mark portals in scene alpha channel for the SSAO pass
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2016-09-25 00:22:31 +02:00 |
swshader.fp
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Add OpenGL ES support to Linux target and enable it for ARM devices
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2017-01-25 07:18:26 +01:00 |
swshader.vp
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Add wipes
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2016-10-11 14:37:57 +02:00 |
tonemap.fp
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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 |