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atmosphere.shader
Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
2013-05-07 17:38:24 +02:00
atmosphere.shaderset
fixed some textures, started with sky
2012-07-06 10:31:48 +02:00
clouds.shader
Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
2013-05-07 17:38:24 +02:00
clouds.shaderset
fixed some textures, started with sky
2012-07-06 10:31:48 +02:00
core.h
Add parallax mapping for objects
2013-12-05 15:51:07 +01:00
moon.shader
Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
2013-05-07 17:38:24 +02:00
moon.shaderset
finished cleaning up sky
2012-07-13 09:13:12 +02:00
mygui.mat
Added shader based MyGUI render manager to allow using Ogre's next generation render systems.
2013-04-07 00:12:04 +02:00
mygui.shader
Added shader based MyGUI render manager to allow using Ogre's next generation render systems.
2013-04-07 00:12:04 +02:00
mygui.shaderset
Added shader based MyGUI render manager to allow using Ogre's next generation render systems.
2013-04-07 00:12:04 +02:00
objects.mat
Support separate specular maps
2014-01-07 18:05:44 +01:00
objects.shader
Support separate specular maps
2014-01-07 18:05:44 +01:00
objects.shaderset
Fixed DirectX HLSL shaders and re-enabled them in the gui
2012-08-01 04:11:16 +02:00
openmw.configuration
Simpler, more lightweight underwater effect, changed colors to match vanilla better
2013-03-03 19:28:11 +01:00
quad.mat
cleanup
2013-02-18 02:33:53 +01:00
quad.shader
switch to glsl 1.2
2012-07-23 02:54:50 +02:00
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
item selection working on the preview
2012-09-14 14:34:18 +02:00
selection.shaderset
item selection working on the preview
2012-09-14 14:34:18 +02:00
shadowcaster.mat
sync mrt_output setting
2012-07-11 02:31:03 +02:00
shadowcaster.shader
Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM.
2013-04-09 20:31:00 +02:00
shadowcaster.shaderset
converted shadow caster shader
2012-07-09 19:46:36 +02:00
shadows.h
tweaked depth bias
2012-08-07 22:43:11 +02:00
sky.mat
Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
2013-05-07 17:38:24 +02:00
stars.shader
Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
2013-05-07 17:38:24 +02:00
stars.shaderset
forgot to add files
2012-07-11 09:09:38 +02:00
sun.shader
Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
2013-05-07 17:38:24 +02:00
sun.shaderset
fixed some textures, started with sky
2012-07-06 10:31:48 +02:00
terrain.shader
Terrain specular mapping: use a "_diffusespec" postfix to indicate specular information is present in the alpha channel. Use alpha directly instead of 1-alpha.
2014-01-11 00:51:03 +01:00
terrain.shaderset
Fixed DirectX HLSL shaders and re-enabled them in the gui
2012-08-01 04:11:16 +02:00
underwater.h
WIP fix
2014-06-16 17:08:02 -04:00
water.mat
Enable mipmap generator for 1.9+
2013-12-31 00:54:40 +01:00
water.shader
WIP fix
2014-06-16 17:08:02 -04:00
water.shaderset
Fixed DirectX HLSL shaders and re-enabled them in the gui
2012-08-01 04:11:16 +02:00
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
HLSL shader fix
2013-03-16 14:36:37 +01:00
watersim_heighttonormal.shader
HLSL shader fix
2013-03-16 14:36:37 +01:00