.. |
alpha.glsl
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Disable coverage adjustment for blended objects
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2021-07-04 23:29:22 +01:00 |
CMakeLists.txt
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soft particles
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2021-10-30 12:19:31 -07:00 |
debug_fragment.glsl
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refactor and fix wobbly shores
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2021-08-04 17:49:57 -07:00 |
debug_vertex.glsl
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add missing centroid to debug vertex shaders
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2021-08-07 18:04:11 -07:00 |
depth.glsl
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enable shaders path and dehardcode depth formats
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2021-08-04 17:39:11 -07:00 |
groundcover_fragment.glsl
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Clamp vertex lighting before interpolation
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2021-04-22 16:53:37 -07:00 |
groundcover_vertex.glsl
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enable shaders path and dehardcode depth formats
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2021-08-04 17:39:11 -07:00 |
gui_fragment.glsl
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add shader path for mygui (#6162)
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2021-07-22 15:55:30 -07:00 |
gui_vertex.glsl
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add shader path for mygui (#6162)
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2021-07-22 15:55:30 -07:00 |
lighting.glsl
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remove object shader path
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2021-10-25 10:23:16 -07:00 |
lighting_util.glsl
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Clamp vertex lighting before interpolation
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2021-04-22 16:53:37 -07:00 |
nv_default_fragment.glsl
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Fix a typo in nv_default shader
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2021-11-07 16:02:27 +03:00 |
nv_default_vertex.glsl
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enable shaders path and dehardcode depth formats
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2021-08-04 17:39:11 -07:00 |
nv_nolighting_fragment.glsl
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check if FORCE_OPAQUE is available before using it.
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2021-10-06 08:05:10 +02:00 |
nv_nolighting_vertex.glsl
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enable shaders path and dehardcode depth formats
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2021-08-04 17:39:11 -07:00 |
objects_fragment.glsl
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use openmw define system
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2021-10-30 12:19:31 -07:00 |
objects_vertex.glsl
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remove object shader path
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2021-10-25 10:23:16 -07:00 |
parallax.glsl
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Flip the parallax offset Y component based on tangent parity (Bug #3440)
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2016-06-16 18:07:10 +02:00 |
s360_fragment.glsl
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Replace switch with ifs in shader
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2017-12-01 21:03:29 +01:00 |
s360_vertex.glsl
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get rid of sphericalscreenshot class
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2017-11-15 17:01:16 +01:00 |
shadowcasting_fragment.glsl
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Use correct extension name.
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2021-03-13 23:02:48 +00:00 |
shadowcasting_vertex.glsl
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Rely on existing alpha test for non-blended shadow casting
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2020-04-21 18:18:55 +01:00 |
shadows_fragment.glsl
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Add optional shadow map max distance and fading
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2019-11-02 18:06:39 +03:00 |
shadows_vertex.glsl
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Add normal-offset shadow mapping to remove shadow acne (flicker)
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2019-01-30 22:28:00 +00:00 |
sky_fragment.glsl
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remove object shader path
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2021-10-25 10:23:16 -07:00 |
sky_vertex.glsl
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introduce sky shaders
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2021-10-23 17:53:38 -07:00 |
skypasses.glsl
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introduce sky shaders
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2021-10-23 17:53:38 -07:00 |
softparticles.glsl
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soft particles
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2021-10-30 12:19:31 -07:00 |
terrain_fragment.glsl
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Clamp vertex lighting before interpolation
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2021-04-22 16:53:37 -07:00 |
terrain_vertex.glsl
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enable shaders path and dehardcode depth formats
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2021-08-04 17:39:11 -07:00 |
vertexcolors.glsl
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Clean up shader lighting
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2020-12-22 04:46:35 +03:00 |
water_fragment.glsl
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refactor and fix wobbly shores
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2021-08-04 17:49:57 -07:00 |
water_nm.png
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New water WIP
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2015-10-29 00:25:23 +01:00 |
water_vertex.glsl
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enable shaders path and dehardcode depth formats
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2021-08-04 17:39:11 -07:00 |