gzdoom-gles/wadsrc/static/shaders/glsl
2016-10-23 20:42:48 +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 - 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
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
func_brightmap.fp - changed deprecated texture sampler access function names. 2014-11-28 12:28:45 +01:00
func_defaultlight.fp
func_normal.fp
func_notexture.fp
func_warp1.fp
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
fuzz_jagged.fp
fuzz_noise.fp Added declaration in the shader that was missing 2016-09-17 00:30:03 +02:00
fuzz_smooth.fp
fuzz_smoothnoise.fp
fuzz_smoothtranslucent.fp
fuzz_standard.fp Added declaration in the shader that was missing 2016-09-17 00:30:03 +02:00
fuzz_swirly.fp
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
main.fp - added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights. 2016-10-23 20:42:48 +02:00
main.vp - use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object. 2016-10-03 16:09:32 +02:00
present.fp Quick fix: prevents negative values being passed to pow. 2016-09-22 09:23:26 +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
shaderdefs.i - use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object. 2016-10-03 16:09:32 +02:00
stencil.fp
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