| .. | 
		
		
			
			
			
			
				| 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 | Version should be 100 for GLSLES | 2013-05-25 05:40:35 +02:00 | 
		
			
			
			
			
				| 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 | Fix normal maps with spaces in filename not getting loaded | 2013-04-12 04:36:28 +02:00 | 
		
			
			
			
			
				| objects.shader | New terrain renderer - improvements: | 2013-08-19 20:34:20 +02:00 | 
		
			
			
			
			
				| 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 | Enabled terrain self shadows, implemented getHeightAt, some optimizations | 2013-08-19 20:39:37 +02:00 | 
		
			
			
			
			
				| terrain.shaderset | Fixed DirectX HLSL shaders and re-enabled them in the gui | 2012-08-01 04:11:16 +02:00 | 
		
			
			
			
			
				| underwater.h | Simpler, more lightweight underwater effect, changed colors to match vanilla better | 2013-03-03 19:28:11 +01:00 | 
		
			
			
			
			
				| water.mat | Shadow cast on water | 2013-03-20 18:34:54 +01:00 | 
		
			
			
			
			
				| water.shader | Shadow cast on water | 2013-03-20 18:34:54 +01:00 | 
		
			
			
			
			
				| 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 |