gzdoom-gles/wadsrc/static/shaders/glsl
Kevin Caccamo 575b660b20 Rename ColorAdd to AddColor, and use it ingame
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel

# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/hwrenderer/scene/hw_flats.cpp
#	src/hwrenderer/scene/hw_renderstate.h
#	src/hwrenderer/utility/hw_draw2d.cpp

# Conflicts:
#	src/gl/scene/gl_flats.cpp
#	src/hwrenderer/scene/hw_flats.cpp
2019-06-23 11:45:03 +02:00
..
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 - generate uniform declarations from c++ 2018-02-09 23:29:31 +01:00
colormap.fp - draw the colormap blend after postprocessing, not before it. 2016-09-01 17:14:51 +02:00
depthblur.fp SSAO math bug fixes 2016-10-06 07:36:49 +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 Removed unused input from fog boundary fragment program 2017-02-01 10:05:38 +02:00
func_brightmap.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-08-20 01:22:34 +02:00
func_defaultlight.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-08-20 01:22:34 +02:00
func_defaultmat.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-08-20 01:22:34 +02:00
func_normal.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-08-20 01:22:34 +02:00
func_notexture.fp shader rework 2014-05-12 14:45:41 +02:00
func_pbr.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-08-20 01:22:34 +02:00
func_spec.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-08-20 01:22:34 +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 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 Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
main.fp Rename ColorAdd to AddColor, and use it ingame 2019-06-23 11:45:03 +02:00
main.vp - more options for Doom 64 style gradients on walls: 2018-11-16 21:16:15 +01:00
material_nolight.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-08-20 01:22:34 +02:00
material_normal.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-08-20 01:22:34 +02:00
material_pbr.fp - fix distance attenuation for PBR materials 2018-10-17 09:36:01 +02:00
material_specular.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-08-20 01:22:34 +02:00
present.fp - use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case 2019-06-21 14:21:03 +02:00
present_checker3d.fp Create "final" two non-VR 3D modes: Column-interleaved and checkerboard. 2016-10-09 13:05:50 -04:00
present_column3d.fp Create "final" two non-VR 3D modes: Column-interleaved and checkerboard. 2016-10-09 13:05:50 -04:00
present_row3d.fp Create "final" two non-VR 3D modes: Column-interleaved and checkerboard. 2016-10-09 13:05:50 -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
shadowmap.fp - add some comments to shadowmap.fp 2018-10-04 19:24:22 +02:00
ssao.fp Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
ssaocombine.fp Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
stencil.fp Mark portals in scene alpha channel for the SSAO pass 2016-09-25 00:22:31 +02:00
swshader.fp Add OpenGL ES support to Linux target and enable it for ARM devices 2017-01-25 07:18:26 +01:00
swshader.vp Add wipes 2016-10-11 14:37:57 +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