qzdoom/wadsrc/static/shaders/glsl
Christoph Oelckers cce6c9a085 - fixed precision issue with dot product.
Apparently the shader math is not precise enough to ensure that two supposedly orthogonal vectors are truly orthogonal, resulting in a non-zero dot product
2018-05-24 20:31:44 +02:00
..
bloomcombine.fp
bloomextract.fp
burn.fp
colormap.fp
depthblur.fp
exposureaverage.fp
exposurecombine.fp
exposureextract.fp
fogboundary.fp
func_brightmap.fp
func_defaultlight.fp
func_normal.fp
func_notexture.fp
func_paletted.fp
func_warp1.fp
func_warp2.fp
func_warp3.fp
func_wavex.fp
fuzz_jagged.fp
fuzz_noise.fp
fuzz_smooth.fp
fuzz_smoothnoise.fp
fuzz_smoothtranslucent.fp
fuzz_software.fp
fuzz_standard.fp
fuzz_swirly.fp
fxaa.fp
lensdistortion.fp
lineardepth.fp
main.fp
main.vp
material_nolight.fp
material_normal.fp - fixed precision issue with dot product. 2018-05-24 20:31:44 +02:00
material_pbr.fp
material_specular.fp
present.fp
present_checker3d.fp
present_column3d.fp
present_row3d.fp
screenquad.vp
screenquadscale.vp
shadowmap.fp
ssao.fp
ssaocombine.fp
stencil.fp
swshader.fp
tonemap.fp