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openmw-tes3mp/files/shaders
2020-12-27 03:07:04 +00:00
..
alpha.glsl Initial A2C implementation 2020-12-26 22:45:53 +00:00
CMakeLists.txt Merge remote-tracking branch 'upstream/master' into alpha-meddling 2020-12-27 02:48:42 +00:00
lighting.glsl Clean up shader lighting 2020-12-22 04:46:35 +03:00
objects_fragment.glsl Do all alpha testing early and only once 2020-12-27 03:07:04 +00:00
objects_vertex.glsl Clean up shader lighting 2020-12-22 04:46:35 +03:00
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 Replace deprecated alpha test in shader visitor 2020-12-17 14:57:43 +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 Clean up shader lighting 2020-12-22 04:46:35 +03:00
terrain_vertex.glsl Clean up shader lighting 2020-12-22 04:46:35 +03:00
vertexcolors.glsl Clean up shader lighting 2020-12-22 04:46:35 +03:00
water_fragment.glsl documented that currently underwater shadows are mutually exclusive to refraction scale; to be fixed in follow up issue #5709; documentation fixes 2020-12-02 23:03:10 +00:00
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