| .. | 
		
		
			
			
			
			
				| 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 | Rewrite, support different lighting methods | 2021-04-13 11:09:19 -07:00 | 
		
			
			
			
			
				| groundcover_vertex.glsl | Rewrite, support different lighting methods | 2021-04-13 11:09:19 -07:00 | 
		
			
			
			
			
				| lighting.glsl | clear up force shaders and make it less convoluted | 2021-04-13 11:09:49 -07:00 | 
		
			
			
			
			
				| lighting_util.glsl | clear up force shaders and make it less convoluted | 2021-04-13 11:09:49 -07:00 | 
		
			
			
			
			
				| nv_default_fragment.glsl | Don't break NV shaders | 2021-04-13 11:09:35 -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 | Code review cleanup, add setting documentation | 2021-04-13 11:09:35 -07:00 | 
		
			
			
			
			
				| objects_vertex.glsl | Missed redundant formatting changes | 2021-04-13 11:09:35 -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 | Code review cleanup, add setting documentation | 2021-04-13 11:09:35 -07:00 | 
		
			
			
			
			
				| terrain_vertex.glsl | Missed redundant formatting changes | 2021-04-13 11:09:35 -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 |