| .. | 
		
		
			
			
			
			
				| atmosphere.shader | Atmosphere no longer does "real" alpha blending to blend with the horizon, this is in preparation for proper underwater viewport BG / fog | 2013-02-25 18:29:11 +01:00 | 
		
			
			
			
			
				| atmosphere.shaderset | fixed some textures, started with sky | 2012-07-06 10:31:48 +02:00 | 
		
			
			
			
			
				| clouds.shader | cleanup | 2013-02-18 02:33:53 +01:00 | 
		
			
			
			
			
				| clouds.shaderset | fixed some textures, started with sky | 2012-07-06 10:31:48 +02:00 | 
		
			
			
			
			
				| core.h | Refraction can be disabled separately now | 2013-02-05 14:29:46 +01:00 | 
		
			
			
			
			
				| moon.shader | cleanup | 2013-02-18 02:33:53 +01:00 | 
		
			
			
			
			
				| moon.shaderset | finished cleaning up sky | 2012-07-13 09:13:12 +02:00 | 
		
			
			
			
			
				| objects.mat | water | 2012-07-19 22:23:07 +02:00 | 
		
			
			
			
			
				| objects.shader | Merge branch 'z-up' into graphics | 2013-02-26 14:54:53 +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 | When a custom near clip plane is used, we need to fix up a second viewproj matrix manually to get proper depth values in the vertex shader. This fixes fog on reflections. | 2013-02-19 03:08:00 +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 | switch to glsl 1.2 | 2012-07-23 02:54:50 +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 | Atmosphere no longer does "real" alpha blending to blend with the horizon, this is in preparation for proper underwater viewport BG / fog | 2013-02-25 18:29:11 +01:00 | 
		
			
			
			
			
				| stars.shader | cleanup | 2013-02-18 02:33:53 +01:00 | 
		
			
			
			
			
				| stars.shaderset | forgot to add files | 2012-07-11 09:09:38 +02:00 | 
		
			
			
			
			
				| sun.shader | cleanup | 2013-02-18 02:33:53 +01:00 | 
		
			
			
			
			
				| sun.shaderset | fixed some textures, started with sky | 2012-07-06 10:31:48 +02:00 | 
		
			
			
			
			
				| terrain.shader | Merge branch 'z-up' into graphics | 2013-02-26 14:54:53 +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 | Z-up conversion: global map, shader fix | 2013-02-26 13:52:01 +01:00 | 
		
			
			
			
			
				| water.mat | Water shader no longer depends on object shaders being enabled | 2013-02-24 10:28:50 +01:00 | 
		
			
			
			
			
				| water.shader | Merge branch 'z-up' into graphics | 2013-02-26 14:54:53 +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 | Don't emit if there wasn't enough movement | 2013-02-23 05:53:20 +01:00 | 
		
			
			
			
			
				| watersim_heighttonormal.shader | water ripples (experimental) | 2013-02-01 23:43:23 +01:00 |