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