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bloomcombine.fp
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bloomextract.fp
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Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
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2016-09-22 09:13:32 +02:00 |
burn.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
colormap.fp
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- draw the colormap blend after postprocessing, not before it.
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2016-09-01 17:14:51 +02:00 |
depthblur.fp
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SSAO math bug fixes
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2016-10-06 07:36:49 +02:00 |
exposureaverage.fp
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Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
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2016-09-22 09:13:32 +02:00 |
exposurecombine.fp
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Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
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2016-09-22 09:13:32 +02:00 |
exposureextract.fp
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Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
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2016-09-22 09:13:32 +02:00 |
fogboundary.fp
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Removed unused input from fog boundary fragment program
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2017-02-01 10:05:38 +02:00 |
func_brightmap.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
func_defaultlight.fp
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func_normal.fp
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func_notexture.fp
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func_warp1.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
func_warp2.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
func_warp3.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
func_wavex.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_jagged.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_noise.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_smooth.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_smoothnoise.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_smoothtranslucent.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_software.fp
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Merge branch 'gzdoom' into materials
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2018-02-10 00:08:17 +01:00 |
fuzz_standard.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fuzz_swirly.fp
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- generate uniform declarations from c++
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2018-02-09 23:29:31 +01:00 |
fxaa.fp
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Added FXAA post-processing
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2016-10-03 00:15:45 +02:00 |
lensdistortion.fp
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Fix aspect ratio and texture clipping in lens shader
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2016-08-04 15:47:15 +02:00 |
lineardepth.fp
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Multisampling ssao bug fixes and split linear depth to its own buffer
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2016-10-09 06:17:48 +02:00 |
main.fp
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- adjusted GL renderer to the new rules for alpha textures. This means that the translation fallback is only needed for the legacy renderer now. Modern GL can use the regular texture and will apply a grayscale mapping instead of merely using the red channel.
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2018-03-22 20:42:17 +01:00 |
main.vp
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- Fix normal normalize
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2017-07-27 22:31:57 +02:00 |
material_nolight.fp
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- move material light modes to their own subshader lumps
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2018-02-20 00:13:05 +01:00 |
material_normal.fp
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- fixed Intel rendering glitch with uDynLightColor
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2018-03-12 21:44:55 +01:00 |
material_pbr.fp
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- move material light modes to their own subshader lumps
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2018-02-20 00:13:05 +01:00 |
material_specular.fp
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- fixed Intel rendering glitch with uDynLightColor
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2018-03-12 21:44:55 +01:00 |
present.fp
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- removed 'cooling' component of the shader since it technically wasn't really functional (guess we have to use a separate shader to do that)
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2017-07-02 16:59:15 -04:00 |
present_checker3d.fp
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Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
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2016-10-09 13:05:50 -04:00 |
present_column3d.fp
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Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
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2016-10-09 13:05:50 -04:00 |
present_row3d.fp
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Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
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2016-10-09 13:05:50 -04:00 |
screenquad.vp
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Moved state to FGLPostProcessState and merged vertex shaders
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2016-08-06 11:51:08 +02:00 |
screenquadscale.vp
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- use static buffer data and a uniform to handle the texture positioning of the present shader.
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2016-08-08 16:06:02 +02:00 |
shadowmap.fp
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- Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture
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2017-06-04 00:44:49 +02:00 |
ssao.fp
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Multisampling ssao bug fixes and split linear depth to its own buffer
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2016-10-09 06:17:48 +02:00 |
ssaocombine.fp
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Multisampling ssao bug fixes and split linear depth to its own buffer
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2016-10-09 06:17:48 +02:00 |
stencil.fp
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Mark portals in scene alpha channel for the SSAO pass
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2016-09-25 00:22:31 +02:00 |
swshader.fp
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Add OpenGL ES support to Linux target and enable it for ARM devices
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2017-01-25 07:18:26 +01:00 |
swshader.vp
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Add wipes
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2016-10-11 14:37:57 +02:00 |
tonemap.fp
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Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
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2016-09-22 09:13:32 +02:00 |