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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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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
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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- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
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2018-08-20 01:22:34 +02:00 |
func_defaultlight.fp
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- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
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2018-08-20 01:22:34 +02:00 |
func_defaultmat.fp
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- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
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2018-08-20 01:22:34 +02:00 |
func_normal.fp
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- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
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2018-08-20 01:22:34 +02:00 |
func_notexture.fp
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shader rework
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2014-05-12 14:45:41 +02:00 |
func_pbr.fp
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- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
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2018-08-20 01:22:34 +02:00 |
func_spec.fp
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- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
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2018-08-20 01:22:34 +02:00 |
func_warp1.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
func_warp2.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
func_warp3.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
func_wavex.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_jagged.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_noise.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_smooth.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_smoothnoise.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_smoothtranslucent.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_software.fp
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Merge branch 'gzdoom' into materials
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2018-02-10 00:08:17 +01:00 |
fuzz_standard.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_swirly.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
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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Add additive color before applying object colors
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2019-06-23 14:11:03 +02:00 |
main.vp
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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 |
material_nolight.fp
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- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
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2018-08-20 01:22:34 +02:00 |
material_normal.fp
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- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
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2018-08-20 01:22:34 +02:00 |
material_pbr.fp
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- fix distance attenuation for PBR materials
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2018-10-17 09:36:01 +02:00 |
material_specular.fp
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- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
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2018-08-20 01:22:34 +02:00 |
present.fp
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Revert "- prevent excessively bright pixels as this is actually visible on a HDR monitor"
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2020-11-23 19:59:42 +01:00 |
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 |
shadowmap.fp
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- add some comments to shadowmap.fp
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2018-10-04 19:24:22 +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 |