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openmw-tes3mp/files/materials
scrawl 726c93c365 Terrain fixes to match vanilla better - vertices need to be mapped directly to texels for colormap and blendmap (this also caused seams at cell borders), layer uv scale appears to be 8 not 10 12 years ago
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atmosphere.shader Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 12 years ago
atmosphere.shaderset fixed some textures, started with sky 13 years ago
clouds.shader Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 12 years ago
clouds.shaderset fixed some textures, started with sky 13 years ago
core.h Version should be 100 for GLSLES 12 years ago
moon.shader Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 12 years ago
moon.shaderset finished cleaning up sky 13 years ago
mygui.mat Added shader based MyGUI render manager to allow using Ogre's next generation render systems. 12 years ago
mygui.shader Added shader based MyGUI render manager to allow using Ogre's next generation render systems. 12 years ago
mygui.shaderset Added shader based MyGUI render manager to allow using Ogre's next generation render systems. 12 years ago
objects.mat Fix normal maps with spaces in filename not getting loaded 12 years ago
objects.shader Unrelated shadows fix 12 years ago
objects.shaderset Fixed DirectX HLSL shaders and re-enabled them in the gui 13 years ago
openmw.configuration Simpler, more lightweight underwater effect, changed colors to match vanilla better 12 years ago
quad.mat cleanup 12 years ago
quad.shader switch to glsl 1.2 13 years ago
quad.shaderset cleanup 12 years ago
selection.mat Fix selection buffer (i.e. item selection on the inventory character preview) when object shaders were disabled 12 years ago
selection.shader item selection working on the preview 12 years ago
selection.shaderset item selection working on the preview 12 years ago
shadowcaster.mat sync mrt_output setting 13 years ago
shadowcaster.shader Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM. 12 years ago
shadowcaster.shaderset converted shadow caster shader 13 years ago
shadows.h tweaked depth bias 13 years ago
sky.mat Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 12 years ago
stars.shader Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 12 years ago
stars.shaderset forgot to add files 13 years ago
sun.shader Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 12 years ago
sun.shaderset fixed some textures, started with sky 13 years ago
terrain.shader Terrain fixes to match vanilla better - vertices need to be mapped directly to texels for colormap and blendmap (this also caused seams at cell borders), layer uv scale appears to be 8 not 10 12 years ago
terrain.shaderset Fixed DirectX HLSL shaders and re-enabled them in the gui 13 years ago
underwater.h Simpler, more lightweight underwater effect, changed colors to match vanilla better 12 years ago
water.mat Shadow cast on water 12 years ago
water.shader Shadow cast on water 12 years ago
water.shaderset Fixed DirectX HLSL shaders and re-enabled them in the gui 13 years ago
watersim.mat water ripples (experimental) 12 years ago
watersim.shaderset water ripples (experimental) 12 years ago
watersim_addimpulse.shader water ripples (experimental) 12 years ago
watersim_common.h water ripples (experimental) 12 years ago
watersim_heightmap.shader HLSL shader fix 12 years ago
watersim_heighttonormal.shader HLSL shader fix 12 years ago