gzdoom/wadsrc/static/shaders/glsl
Christoph Oelckers 4937848123 - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.
This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
2018-06-16 22:40:44 +02:00
..
bloomcombine.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
bloomextract.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
blur.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
burn.fp - specify fragment output locations in the shader source. 2018-06-12 23:52:33 +02:00
colormap.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
depthblur.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
exposureaverage.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
exposurecombine.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
exposureextract.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
fogboundary.fp - specify fragment output locations in the shader source. 2018-06-12 23:52:33 +02:00
func_brightmap.fp - generate uniform declarations from c++ 2018-02-09 23:29:31 +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_paletted.fp - added palette shader and fixed a few things. 2018-04-07 12:17:23 +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 - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
lensdistortion.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
lineardepth.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
main.fp - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader. 2018-06-16 22:40:44 +02:00
main.vp - specify vertex attributes in the shader source for Vulkan compatibility. 2018-06-13 08:40:04 +02:00
material_nolight.fp - move material light modes to their own subshader lumps 2018-02-20 00:13:05 +01:00
material_normal.fp - fixed precision issue with dot product. 2018-05-24 20:31:44 +02:00
material_pbr.fp - Fix black pixels when subtractive lights are in range for PBR materials 2018-03-26 00:01:52 +02:00
material_specular.fp - fixed Intel rendering glitch with uDynLightColor 2018-03-12 21:44:55 +01:00
present.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
present_checker3d.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
present_column3d.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
present_row3d.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
screenquad.vp - specify vertex attributes in the shader source for Vulkan compatibility. 2018-06-13 08:40:04 +02:00
screenquadscale.vp - specify vertex attributes in the shader source for Vulkan compatibility. 2018-06-13 08:40:04 +02:00
shadowmap.fp - specify fragment output locations in the shader source. 2018-06-12 23:52:33 +02:00
ssao.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
ssaocombine.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
stencil.fp - specify fragment output locations in the shader source. 2018-06-12 23:52:33 +02:00
tonemap.fp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00