gzdoom-gles/wadsrc/static/shaders/glsl
raa-eruanna c6408e92e2 Merge http://github.com/coelckers/gzdoom
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/scene/gl_scene.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.zz
2016-10-02 23:10:07 -04:00
..
bloomcombine.fp Added bloom and tonemap to menus 2016-07-29 21:31:20 +02:00
bloomextract.fp Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
burn.fp - changed deprecated texture sampler access function names. 2014-11-28 12:28:45 +01:00
colormap.fp - draw the colormap blend after postprocessing, not before it. 2016-09-01 17:14:51 +02:00
depthblur.fp Fix depth blur 2016-09-10 22:39:09 +02:00
exposureaverage.fp Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
exposurecombine.fp Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
exposureextract.fp Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
fogboundary.fp - reactivate compatibility profile so that immediate mode drawing can be used on older hardware not supporting persistently mapped buffers. 2014-07-17 02:37:18 +02:00
func_brightmap.fp - changed deprecated texture sampler access function names. 2014-11-28 12:28:45 +01:00
func_defaultlight.fp shader rework 2014-05-12 14:45:41 +02:00
func_normal.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
func_notexture.fp shader rework 2014-05-12 14:45:41 +02:00
func_warp1.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
func_warp2.fp - make the warp2 shader's formula match the software renderer's. 2016-05-04 13:47:40 +02:00
func_warp3.fp - make the warp2 shader's formula match the software renderer's. 2016-05-04 13:47:40 +02:00
func_wavex.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
fuzz_jagged.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
fuzz_noise.fp Added declaration in the shader that was missing 2016-09-17 00:30:03 +02:00
fuzz_smooth.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
fuzz_smoothnoise.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
fuzz_smoothtranslucent.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
fuzz_standard.fp Added declaration in the shader that was missing 2016-09-17 00:30:03 +02:00
fuzz_swirly.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
fxaa.fp Added FXAA post-processing 2016-10-03 00:15:45 +02:00
lensdistortion.fp Fix aspect ratio and texture clipping in lens shader 2016-08-04 15:47:15 +02:00
lineardepth.fp Fix stripes in the reconstructed normals due to down scaling 2016-09-09 18:19:00 +02:00
main.fp Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it 2016-09-21 02:04:56 +02:00
main.vp Added gl_light_math and changed pixelpos + lights to be in eye space 2016-08-25 06:25:05 +02:00
present.fp Quick fix: prevents negative values being passed to pow. 2016-09-22 09:23:26 +02:00
present_row3d.fp Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window. 2016-10-02 16:10:58 -04:00
screenquad.vp Moved state to FGLPostProcessState and merged vertex shaders 2016-08-06 11:51:08 +02:00
screenquadscale.vp - use static buffer data and a uniform to handle the texture positioning of the present shader. 2016-08-08 16:06:02 +02:00
shaderdefs.i Added gl_light_math and changed pixelpos + lights to be in eye space 2016-08-25 06:25:05 +02:00
ssao.fp Change SSAO blur to be depth aware 2016-09-02 05:45:00 +02:00
ssaocombine.fp Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it 2016-09-21 02:04:56 +02:00
stencil.fp Mark portals in scene alpha channel for the SSAO pass 2016-09-04 08:15:29 +02:00
tonemap.fp Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00