gzdoom/wadsrc/static/shaders/glsl
alexey.lysiuk 1fd37ff2ff Removed unused input from fog boundary fragment program
This should fix https://mantis.zdoom.org/view.php?id=151
2017-02-01 10:05:38 +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
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 - changed deprecated texture sampler access function names. 2014-11-28 12:28:45 +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_warp1.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
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 - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
fuzz_jagged.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
fuzz_noise.fp Added declaration in the shader that was missing 2016-09-17 00:30:03 +02:00
fuzz_smooth.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
fuzz_smoothnoise.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
fuzz_smoothtranslucent.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
fuzz_standard.fp Added declaration in the shader that was missing 2016-09-17 00:30:03 +02:00
fuzz_swirly.fp - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
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
lineardepth.fp Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
main.fp - objectcolor stuff. 2017-01-28 19:06:21 +01:00
main.vp - use Doom64 colors on sectors and linedefs. 2017-01-28 20:44:46 +01:00
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 - objectcolor stuff. 2017-01-28 19:06:21 +01:00
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
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