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openmw-tes3mp/files/shaders
glassmancody.info c48eee4eee Clamp vertex lighting before interpolation
Fixes a regression in which pass lighting was clamped after being passed
to fragment shader. For correct FFP emulation, we need to clamp the result
in vertex shader. When clamping after interpolation, negative lights in
particular have a much more drastic effect.
2021-04-22 16:53:37 -07:00
..
alpha.glsl Check for EXT_gpu_shader4 CPU-side 2021-01-07 18:13:51 +00:00
CMakeLists.txt Make life not suck for whoever wants to edit lighting shaders 2021-04-13 11:09:49 -07:00
groundcover_fragment.glsl Clamp vertex lighting before interpolation 2021-04-22 16:53:37 -07:00
groundcover_vertex.glsl Clamp vertex lighting before interpolation 2021-04-22 16:53:37 -07:00
lighting.glsl Code review fixes, remove implicit GLSL casts 2021-04-13 11:09:54 -07:00
lighting_util.glsl Clamp vertex lighting before interpolation 2021-04-22 16:53:37 -07:00
nv_default_fragment.glsl Clamp vertex lighting before interpolation 2021-04-22 16:53:37 -07:00
nv_default_vertex.glsl Don't break NV shaders 2021-04-13 11:09:35 -07:00
nv_nolighting_fragment.glsl Handle BSShader[PP/No]LightingProperty 2021-03-22 01:55:58 +03:00
nv_nolighting_vertex.glsl Handle BSShader[PP/No]LightingProperty 2021-03-22 01:55:58 +03:00
objects_fragment.glsl Clamp vertex lighting before interpolation 2021-04-22 16:53:37 -07:00
objects_vertex.glsl Clamp vertex lighting before interpolation 2021-04-22 16:53:37 -07:00
parallax.glsl Flip the parallax offset Y component based on tangent parity (Bug #3440) 2016-06-16 18:07:10 +02:00
s360_fragment.glsl Replace switch with ifs in shader 2017-12-01 21:03:29 +01:00
s360_vertex.glsl get rid of sphericalscreenshot class 2017-11-15 17:01:16 +01:00
shadowcasting_fragment.glsl Use correct extension name. 2021-03-13 23:02:48 +00:00
shadowcasting_vertex.glsl Rely on existing alpha test for non-blended shadow casting 2020-04-21 18:18:55 +01:00
shadows_fragment.glsl Add optional shadow map max distance and fading 2019-11-02 18:06:39 +03:00
shadows_vertex.glsl Add normal-offset shadow mapping to remove shadow acne (flicker) 2019-01-30 22:28:00 +00:00
terrain_fragment.glsl Clamp vertex lighting before interpolation 2021-04-22 16:53:37 -07:00
terrain_vertex.glsl Clamp vertex lighting before interpolation 2021-04-22 16:53:37 -07:00
vertexcolors.glsl Clean up shader lighting 2020-12-22 04:46:35 +03:00
water_fragment.glsl Make life not suck for whoever wants to edit lighting shaders 2021-04-13 11:09:49 -07:00
water_nm.png New water WIP 2015-10-29 00:25:23 +01:00
water_vertex.glsl Support for radial fog (feature #4708) 2020-03-17 23:09:28 +04:00