gzdoom/wadsrc/static/shaders/glsl
Christoph Oelckers 221beec979 - added palette shader and fixed a few things. 2018-04-07 12:17:23 +02:00
..
bloomcombine.fp
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 - generate uniform declarations from c++ 2018-02-09 23:29:31 +01:00
func_defaultlight.fp
func_normal.fp
func_notexture.fp
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 Added FXAA post-processing 2016-10-03 00:15:45 +02:00
lensdistortion.fp
lineardepth.fp Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
main.fp - implemented desaturation for the legacy GL renderer's 2D. 2018-03-30 18:14:42 +02:00
main.vp - Fix normal normalize 2017-07-27 22:31:57 +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 Intel rendering glitch with uDynLightColor 2018-03-12 21:44:55 +01:00
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 - removed 'cooling' component of the shader since it technically wasn't really functional (guess we have to use a separate shader to do that) 2017-07-02 16:59:15 -04:00
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
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 gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture 2017-06-04 00:44:49 +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 - added a software scene drawer to the GL renderer. 2018-04-07 10:20:59 +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