gzdoom/wadsrc/static/shaders/glsl
Kevin Caccamo 9622ca7517 Add additive color before applying object colors
Based on what I saw in this video (https://youtu.be/Yx1tflavea8), the 
additive colors are applied before the object colors
2018-12-26 16:58:27 +01:00
..
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 Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer." 2018-09-16 22:38:20 +02:00
func_brightmap.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-07-15 23:01:40 +02:00
func_defaultlight.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-07-15 23:01:40 +02:00
func_defaultmat.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-07-15 23:01:40 +02:00
func_normal.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-07-15 23:01:40 +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_pbr.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-07-15 23:01:40 +02:00
func_spec.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-07-15 23:01:40 +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 Add additive color before applying object colors 2018-12-26 16:58:27 +01:00
main.vp - fix typo 2018-11-20 13:54:18 +01:00
material_nolight.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-07-15 23:01:40 +02:00
material_normal.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-07-15 23:01:40 +02:00
material_pbr.fp - fix distance attenuation for PBR materials 2018-10-17 09:03:18 +02:00
material_specular.fp - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-07-15 23:01:40 +02:00
present.fp - add gl_dither for toggling dithered output on and off 2018-08-08 21:58:23 +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 - add some comments to shadowmap.fp 2018-10-04 01:29:25 +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 - fix some postprocess bugs 2018-06-30 16:44:09 +02:00