..
bloomcombine.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
bloomextract.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
blur.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
burn.fp
- specify fragment output locations in the shader source.
2018-06-12 23:52:33 +02:00
colormap.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
depthblur.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
exposureaverage.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
exposurecombine.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
exposureextract.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
fogboundary.fp
Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
2018-09-16 22:38:20 +02:00
func_brightmap.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
func_defaultlight.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
func_defaultmat.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
func_normal.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
func_notexture.fp
shader rework
2014-05-12 14:45:41 +02:00
func_paletted.fp
- added palette shader and fixed a few things.
2018-04-07 12:17:23 +02:00
func_pbr.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
func_spec.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +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
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
lensdistortion.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
lineardepth.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
main.fp
Rename ColorAdd to AddColor, and use it ingame
2018-12-26 16:58:27 +01:00
main.vp
- fix typo
2018-11-20 13:54:18 +01:00
material_nolight.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
material_normal.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
material_pbr.fp
- fix distance attenuation for PBR materials
2018-10-17 09:03:18 +02:00
material_specular.fp
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
present.fp
- add gl_dither for toggling dithered output on and off
2018-08-08 21:58:23 +02:00
present_checker3d.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
present_column3d.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
present_row3d.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
screenquad.vp
- specify vertex attributes in the shader source for Vulkan compatibility.
2018-06-13 08:40:04 +02:00
screenquadscale.vp
- specify vertex attributes in the shader source for Vulkan compatibility.
2018-06-13 08:40:04 +02:00
shadowmap.fp
- add some comments to shadowmap.fp
2018-10-04 01:29:25 +02:00
ssao.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
ssaocombine.fp
- read sampler bindings from the shader instead of tagging along a large amount of support data.
2018-06-13 17:44:49 +02:00
stencil.fp
- specify fragment output locations in the shader source.
2018-06-12 23:52:33 +02:00
tonemap.fp
- fix some postprocess bugs
2018-06-30 16:44:09 +02:00