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openmw-tes3mp/files/materials
2013-02-23 05:53:20 +01:00
..
atmosphere.shader cleanup 2013-02-18 02:33:53 +01:00
atmosphere.shaderset
clouds.shader cleanup 2013-02-18 02:33:53 +01:00
clouds.shaderset
core.h Refraction can be disabled separately now 2013-02-05 14:29:46 +01:00
moon.shader cleanup 2013-02-18 02:33:53 +01:00
moon.shaderset
objects.mat
objects.shader When a custom near clip plane is used, we need to fix up a second viewproj matrix manually to get proper depth values in the vertex shader. This fixes fog on reflections. 2013-02-19 03:08:00 +01:00
objects.shaderset
openmw.configuration When a custom near clip plane is used, we need to fix up a second viewproj matrix manually to get proper depth values in the vertex shader. This fixes fog on reflections. 2013-02-19 03:08:00 +01:00
quad.mat cleanup 2013-02-18 02:33:53 +01:00
quad.shader
quad.shaderset cleanup 2013-02-18 02:33:53 +01:00
selection.mat Fix selection buffer (i.e. item selection on the inventory character preview) when object shaders were disabled 2013-01-10 01:46:00 +01:00
selection.shader
selection.shaderset
shadowcaster.mat
shadowcaster.shader
shadowcaster.shaderset
shadows.h
sky.mat
stars.shader cleanup 2013-02-18 02:33:53 +01:00
stars.shaderset
sun.shader cleanup 2013-02-18 02:33:53 +01:00
sun.shaderset fixed some textures, started with sky 2012-07-06 10:31:48 +02:00
terrain.shader When a custom near clip plane is used, we need to fix up a second viewproj matrix manually to get proper depth values in the vertex shader. This fixes fog on reflections. 2013-02-19 03:08:00 +01:00
terrain.shaderset
underwater.h
water.mat Refraction can be disabled separately now 2013-02-05 14:29:46 +01:00
water.shader cleanup 2013-02-18 02:33:53 +01:00
water.shaderset
watersim.mat water ripples (experimental) 2013-02-01 23:43:23 +01:00
watersim.shaderset water ripples (experimental) 2013-02-01 23:43:23 +01:00
watersim_addimpulse.shader water ripples (experimental) 2013-02-01 23:43:23 +01:00
watersim_common.h water ripples (experimental) 2013-02-01 23:43:23 +01:00
watersim_heightmap.shader Don't emit if there wasn't enough movement 2013-02-23 05:53:20 +01:00
watersim_heighttonormal.shader water ripples (experimental) 2013-02-01 23:43:23 +01:00