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bs_bp_volfog.glsl
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45fec8ff9c
*Fixed shader program
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16 years ago |
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bs_refract.glsl
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509cab6f43
The blending stage is near completion. Maybe I should add stencil testing to optimize
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16 years ago |
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dbg.glsl
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4baaedb4bf
Commiting new shaders
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16 years ago |
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dp.glsl
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4baaedb4bf
Commiting new shaders
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16 years ago |
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dp_generic.glsl
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2e051b6ff3
*New material inside the material for depth passes (shadowmapping)
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16 years ago |
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dp_grass.glsl
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4baaedb4bf
Commiting new shaders
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16 years ago |
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dp_hw_skinning.glsl
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cd9ebd5fba
*Fixing bugs
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16 years ago |
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final.glsl
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3927cc1ba6
Adding the build directory (at last)
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16 years ago |
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hw_skinning.glsl
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4baaedb4bf
Commiting new shaders
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16 years ago |
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is_ap.glsl
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562522ba02
*Improving blending stage
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16 years ago |
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is_lp_generic.glsl
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0c33c20653
Bug fixes in renderer
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16 years ago |
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is_lp_point.glsl
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0c0596d1fd
*Trying to remove FFP from shders. Be ready for GL3.x
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16 years ago |
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is_lp_spot.glsl
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0c0596d1fd
*Trying to remove FFP from shders. Be ready for GL3.x
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16 years ago |
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is_lp_spot_shad.glsl
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0c0596d1fd
*Trying to remove FFP from shders. Be ready for GL3.x
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16 years ago |
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linear_depth.glsl
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4baaedb4bf
Commiting new shaders
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16 years ago |
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median_filter.glsl
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0c0596d1fd
*Trying to remove FFP from shders. Be ready for GL3.x
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16 years ago |
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ms_mp format (dnspgke)
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4baaedb4bf
Commiting new shaders
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16 years ago |
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ms_mp.glsl
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f8443a34d0
THIS REVISION WONT COMPILE
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16 years ago |
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ms_mp_dn.glsl
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66792307da
A few additions to the math lib
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16 years ago |
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ms_mp_dne.glsl
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66792307da
A few additions to the math lib
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16 years ago |
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ms_mp_dnp.glsl
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0c33c20653
Bug fixes in renderer
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16 years ago |
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ms_mp_dnsk.glsl
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66792307da
A few additions to the math lib
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16 years ago |
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ms_mp_generic.glsl
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0c33c20653
Bug fixes in renderer
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16 years ago |
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ms_mp_skybox.glsl
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4baaedb4bf
Commiting new shaders
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16 years ago |
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pack.glsl
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4baaedb4bf
Commiting new shaders
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16 years ago |
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photoshop_filters.glsl
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4baaedb4bf
Commiting new shaders
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16 years ago |
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pps.glsl
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509cab6f43
The blending stage is near completion. Maybe I should add stencil testing to optimize
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16 years ago |
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pps_hdr_generic.glsl
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562522ba02
*Improving blending stage
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16 years ago |
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pps_hdr_pass0.glsl
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2365f31bc9
*Bloom is now HDR
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16 years ago |
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pps_hdr_pass1.glsl
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2365f31bc9
*Bloom is now HDR
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16 years ago |
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pps_hdr_pass2.glsl
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2365f31bc9
*Bloom is now HDR
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16 years ago |
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pps_lscatt.glsl
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bf5910d63f
*Working on light scattering: Added the sun in the scene, and changed the shader and the cpp
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16 years ago |
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pps_ssao.glsl
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2365f31bc9
*Bloom is now HDR
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16 years ago |
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pps_ssao_blur.glsl
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159649a6db
*Minor updates
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16 years ago |
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simple_texturing.glsl
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18f9554488
Now the refracting objects have a sepperate stage that runs after PPS. Its actualy part of the blending stage and the code is in r_bs2.cpp
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16 years ago |
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simple_vert.glsl
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0c0596d1fd
*Trying to remove FFP from shders. Be ready for GL3.x
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16 years ago |
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txt.glsl
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cd9ebd5fba
*Fixing bugs
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16 years ago |