qzdoom/src/gl/shaders
2017-11-25 13:51:09 +01:00
..
gl_ambientshader.cpp - remove all usage of std::make_unique to keep things C++11 compliant 2017-04-11 01:25:44 +02:00
gl_ambientshader.h Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
gl_bloomshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_bloomshader.h Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
gl_blurshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_blurshader.h Fix blur shader to use RenderScreenQuad 2016-08-14 09:05:50 +02:00
gl_colormapshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_colormapshader.h - draw the colormap blend after postprocessing, not before it. 2016-09-01 17:14:51 +02:00
gl_fxaashader.cpp Added FXAA post-processing 2016-10-03 00:15:45 +02:00
gl_fxaashader.h Added FXAA post-processing 2016-10-03 00:15:45 +02:00
gl_lensshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_lensshader.h Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero 2016-08-26 01:46:39 +02:00
gl_postprocessshader.cpp - reverted the texture flip from the previous commit 2017-10-12 12:44:00 -04:00
gl_postprocessshader.h - Support binding textures for custom PP shaders 2017-07-30 13:59:25 +02:00
gl_present3dRowshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_present3dRowshader.h Create "final" two non-VR 3D modes: Column-interleaved and checkerboard. 2016-10-09 13:05:50 -04:00
gl_presentshader.cpp - added a grayscale formula selector 2017-07-02 16:45:06 -04:00
gl_presentshader.h - added a grayscale formula selector 2017-07-02 16:45:06 -04:00
gl_shader.cpp - moved the matrix code out of 'gl' because the model code also needs it. 2017-11-25 13:51:09 +01:00
gl_shader.h - Calculate globvis/r_visibility in r_utility and use it in GL and poly renderers 2017-07-09 19:01:34 +02:00
gl_shaderprogram.cpp - detect gl es shaders and request them 2017-04-06 23:34:50 -04:00
gl_shaderprogram.h - removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.) 2016-09-01 11:52:52 +02:00
gl_shadowmapshader.cpp - Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture 2017-06-04 00:44:49 +02:00
gl_shadowmapshader.h - Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture 2017-06-04 00:44:49 +02:00
gl_texshader.cpp - fixed bad use of FScanner::GetNumber and GetFloat in code inherited from ZDoomGL. 2017-11-19 15:30:45 +01:00
gl_texshader.h - moved dynamic lights out of the GL code into the common game code. 2017-03-12 19:57:06 +01:00
gl_tonemapshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_tonemapshader.h Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00