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openmw-tes3mp/files/materials
Fil Krynicki cfea7736d9 WIP fix
Bug is fixed, but appears to have broken vision underwater. Notes:

+ basically fixed by darkening the colour of water such that it is
darker than refracted terrain
+ also disabled sunlight scattering at night. This may actually be
desirable, but given there is no visible moon it seems unlikely to make
much sense, and blends a lot of green into the water colour appearing
luminescent at night
2014-06-16 17:08:02 -04:00
..
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