..
alpha.glsl
Disable coverage adjustment for blended objects
2021-07-04 23:29:22 +01:00
CMakeLists.txt
enable shaders path and dehardcode depth formats
2021-08-04 17:39:11 -07:00
debug_fragment.glsl
refactor and fix wobbly shores
2021-08-04 17:49:57 -07:00
debug_vertex.glsl
add missing centroid to debug vertex shaders
2021-08-07 18:04:11 -07:00
depth.glsl
enable shaders path and dehardcode depth formats
2021-08-04 17:39:11 -07:00
groundcover_fragment.glsl
Clamp vertex lighting before interpolation
2021-04-22 16:53:37 -07:00
groundcover_vertex.glsl
enable shaders path and dehardcode depth formats
2021-08-04 17:39:11 -07:00
gui_fragment.glsl
add shader path for mygui ( #6162 )
2021-07-22 15:55:30 -07:00
gui_vertex.glsl
add shader path for mygui ( #6162 )
2021-07-22 15:55:30 -07:00
lighting.glsl
Code review fixes, remove implicit GLSL casts
2021-04-13 11:09:54 -07:00
lighting_util.glsl
Clamp vertex lighting before interpolation
2021-04-22 16:53:37 -07:00
nv_default_fragment.glsl
use StateSet define for translucentFramebuffer ( #3138 )
2021-10-05 14:37:08 +02:00
nv_default_vertex.glsl
enable shaders path and dehardcode depth formats
2021-08-04 17:39:11 -07:00
nv_nolighting_fragment.glsl
use StateSet define for translucentFramebuffer ( #3138 )
2021-10-05 14:37:08 +02:00
nv_nolighting_vertex.glsl
enable shaders path and dehardcode depth formats
2021-08-04 17:39:11 -07:00
objects_fragment.glsl
use StateSet define for translucentFramebuffer ( #3138 )
2021-10-05 14:37:08 +02:00
objects_vertex.glsl
enable shaders path and dehardcode depth formats
2021-08-04 17:39:11 -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
Clamp vertex lighting before interpolation
2021-04-22 16:53:37 -07:00
terrain_vertex.glsl
enable shaders path and dehardcode depth formats
2021-08-04 17:39:11 -07:00
vertexcolors.glsl
Clean up shader lighting
2020-12-22 04:46:35 +03:00
water_fragment.glsl
refactor and fix wobbly shores
2021-08-04 17:49:57 -07:00
water_nm.png
New water WIP
2015-10-29 00:25:23 +01:00
water_vertex.glsl
enable shaders path and dehardcode depth formats
2021-08-04 17:39:11 -07:00