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gl_ambientshader.cpp
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- remove all usage of std::make_unique to keep things C++11 compliant
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2017-04-11 01:25:44 +02:00 |
gl_ambientshader.h
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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 |
gl_bloomshader.cpp
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- did a bit of header cleanup to reduce the dependency on dobject.h.
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2017-03-09 23:30:42 +01:00 |
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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- did a bit of header cleanup to reduce the dependency on dobject.h.
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2017-03-09 23:30:42 +01:00 |
gl_blurshader.h
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gl_colormapshader.cpp
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- did a bit of header cleanup to reduce the dependency on dobject.h.
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2017-03-09 23:30:42 +01:00 |
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_fxaashader.cpp
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Added FXAA post-processing
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2016-10-03 00:15:45 +02:00 |
gl_fxaashader.h
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Added FXAA post-processing
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2016-10-03 00:15:45 +02:00 |
gl_lensshader.cpp
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- did a bit of header cleanup to reduce the dependency on dobject.h.
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2017-03-09 23:30:42 +01:00 |
gl_lensshader.h
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gl_postprocessshader.cpp
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- moved all GLDEFS parsing into a dedicated source file.
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2018-08-19 20:56:49 +02:00 |
gl_postprocessshader.h
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- moved all GLDEFS parsing into a dedicated source file.
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2018-08-19 20:56:49 +02:00 |
gl_postprocessshaderinstance.h
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- moved all GLDEFS parsing into a dedicated source file.
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2018-08-19 20:56:49 +02:00 |
gl_present3dRowshader.cpp
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- did a bit of header cleanup to reduce the dependency on dobject.h.
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2017-03-09 23:30:42 +01:00 |
gl_present3dRowshader.h
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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 |
gl_presentshader.cpp
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Revert "- add dithering to present shader"
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2018-11-12 11:11:28 +01:00 |
gl_presentshader.h
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Revert "- add dithering to present shader"
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2018-11-12 11:11:28 +01:00 |
gl_shader.cpp
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- more direct native stuff, this is a week old but was almost forgotten.
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2019-04-17 17:42:24 +02:00 |
gl_shader.h
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- more options for Doom 64 style gradients on walls:
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2018-11-16 21:16:15 +01:00 |
gl_shaderprogram.cpp
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- only use shader cache on Intel
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2018-11-22 10:59:05 +01:00 |
gl_shaderprogram.h
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- implement a shader cache
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2018-11-21 14:26:37 +01:00 |
gl_shadowmapshader.cpp
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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 |
gl_shadowmapshader.h
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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 |
gl_texshader.cpp
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- renamed FTexture's UseType flags and gave them a dedicated type.
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2018-03-25 20:26:16 +02:00 |
gl_texshader.h
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- moved dynamic lights out of the GL code into the common game code.
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2017-03-12 19:57:06 +01:00 |
gl_tonemapshader.cpp
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- did a bit of header cleanup to reduce the dependency on dobject.h.
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2017-03-09 23:30:42 +01:00 |
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 |