gzdoom-gles/src/gl/shaders
Christoph Oelckers a6ff1637df - more direct native stuff, this is a week old but was almost forgotten.
# Conflicts:
#	src/hwrenderer/postprocessing/hw_postprocessshader.cpp
2019-04-17 17:42:24 +02:00
..
gl_ambientshader.cpp - remove all usage of std::make_unique to keep things C++11 compliant 2017-04-11 01:25:44 +02:00
gl_ambientshader.h Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
gl_bloomshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_bloomshader.h Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
gl_blurshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_blurshader.h
gl_colormapshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_colormapshader.h - draw the colormap blend after postprocessing, not before it. 2016-09-01 17:14:51 +02:00
gl_fxaashader.cpp Added FXAA post-processing 2016-10-03 00:15:45 +02:00
gl_fxaashader.h Added FXAA post-processing 2016-10-03 00:15:45 +02:00
gl_lensshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_lensshader.h
gl_postprocessshader.cpp - moved all GLDEFS parsing into a dedicated source file. 2018-08-19 20:56:49 +02:00
gl_postprocessshader.h - moved all GLDEFS parsing into a dedicated source file. 2018-08-19 20:56:49 +02:00
gl_postprocessshaderinstance.h - moved all GLDEFS parsing into a dedicated source file. 2018-08-19 20:56:49 +02:00
gl_present3dRowshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_present3dRowshader.h Create "final" two non-VR 3D modes: Column-interleaved and checkerboard. 2016-10-09 13:05:50 -04:00
gl_presentshader.cpp Revert "- add dithering to present shader" 2018-11-12 11:11:28 +01:00
gl_presentshader.h Revert "- add dithering to present shader" 2018-11-12 11:11:28 +01:00
gl_shader.cpp - more direct native stuff, this is a week old but was almost forgotten. 2019-04-17 17:42:24 +02:00
gl_shader.h - more options for Doom 64 style gradients on walls: 2018-11-16 21:16:15 +01:00
gl_shaderprogram.cpp - only use shader cache on Intel 2018-11-22 10:59:05 +01:00
gl_shaderprogram.h - implement a shader cache 2018-11-21 14:26:37 +01:00
gl_shadowmapshader.cpp - Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture 2017-06-04 00:44:49 +02:00
gl_shadowmapshader.h - Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture 2017-06-04 00:44:49 +02:00
gl_texshader.cpp - renamed FTexture's UseType flags and gave them a dedicated type. 2018-03-25 20:26:16 +02:00
gl_texshader.h - moved dynamic lights out of the GL code into the common game code. 2017-03-12 19:57:06 +01:00
gl_tonemapshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_tonemapshader.h Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00