.. |
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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- uniform buffers for the fxaa, blur and bloom shaders
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2018-06-11 22:06:46 +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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- Uniform buffer for colormap shader
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2018-06-11 21:03:55 +02:00 |
depthblur.fp
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- change ssao pass to use an uniform block
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2018-06-11 20:48:43 +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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- uniform buffers for the tonemap shaders
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2018-06-11 21:18:20 +02:00 |
exposureextract.fp
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- uniform buffers for the tonemap shaders
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2018-06-11 21:18:20 +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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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
func_defaultlight.fp
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shader rework
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2014-05-12 14:45:41 +02:00 |
func_normal.fp
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- remove use of builtin deprecated varyings in shaders.
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2014-07-15 00:19:41 +02:00 |
func_notexture.fp
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shader rework
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2014-05-12 14:45:41 +02:00 |
func_paletted.fp
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- added palette shader and fixed a few things.
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2018-04-07 12:17:23 +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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- uniform buffers for the fxaa, blur and bloom shaders
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2018-06-11 22:06:46 +02:00 |
lensdistortion.fp
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- Uniform buffers for lens shader
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2018-06-11 20:58:20 +02:00 |
lineardepth.fp
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- change ssao pass to use an uniform block
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2018-06-11 20:48:43 +02:00 |
main.fp
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2D must consider brightmaps.
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2018-04-27 08:59:59 +02:00 |
main.vp
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- Fix normal normalize
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2017-07-27 22:31:57 +02:00 |
material_nolight.fp
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- move material light modes to their own subshader lumps
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2018-02-20 00:13:05 +01:00 |
material_normal.fp
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- fixed precision issue with dot product.
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2018-05-24 20:31:44 +02:00 |
material_pbr.fp
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- Fix black pixels when subtractive lights are in range for PBR materials
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2018-03-26 00:01:52 +02:00 |
material_specular.fp
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- fixed Intel rendering glitch with uDynLightColor
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2018-03-12 21:44:55 +01:00 |
present.fp
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- uniform buffers for the present and shadowmap shaders
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2018-06-11 21:42:09 +02:00 |
present_checker3d.fp
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- uniform buffers for the present and shadowmap shaders
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2018-06-11 21:42:09 +02:00 |
present_column3d.fp
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- uniform buffers for the present and shadowmap shaders
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2018-06-11 21:42:09 +02:00 |
present_row3d.fp
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- uniform buffers for the present and shadowmap shaders
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2018-06-11 21:42:09 +02:00 |
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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- uniform buffers for the present and shadowmap shaders
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2018-06-11 21:42:09 +02:00 |
shadowmap.fp
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- uniform buffers for the present and shadowmap shaders
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2018-06-11 21:42:09 +02:00 |
ssao.fp
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- change ssao pass to use an uniform block
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2018-06-11 20:48:43 +02:00 |
ssaocombine.fp
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- change ssao pass to use an uniform block
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2018-06-11 20:48:43 +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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- added a software scene drawer to the GL renderer.
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2018-04-07 10:20:59 +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 |