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alpha.glsl
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Disable coverage adjustment for blended objects
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2021-07-04 23:29:22 +01:00 |
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blended_depth_postpass_fragment.glsl
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moddable post-processing pipeline
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2022-05-15 10:03:58 -07:00 |
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blended_depth_postpass_vertex.glsl
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[Postprocessing] Stereo integration
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2022-06-21 15:55:06 +00:00 |
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CMakeLists.txt
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[Postprocessing] Stereo integration
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2022-06-21 15:55:06 +00:00 |
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debug_fragment.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
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debug_vertex.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
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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 |
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fog.glsl
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Better fog
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2022-06-21 02:21:20 +02:00 |
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fullscreen_tri_fragment.glsl
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moddable post-processing pipeline
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2022-05-15 10:03:58 -07:00 |
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fullscreen_tri_vertex.glsl
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[Postprocessing] Stereo integration
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2022-06-21 15:55:06 +00:00 |
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groundcover_fragment.glsl
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Better fog
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2022-06-21 02:21:20 +02:00 |
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groundcover_vertex.glsl
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moddable post-processing pipeline
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2022-05-15 10:03:58 -07:00 |
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gui_fragment.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
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gui_vertex.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
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hdr_fragment.glsl
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moddable post-processing pipeline
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2022-05-15 10:03:58 -07:00 |
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hdr_luminance_fragment.glsl
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moddable post-processing pipeline
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2022-05-15 10:03:58 -07:00 |
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lighting.glsl
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remove object shader path
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2021-10-25 10:23:16 -07:00 |
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lighting_util.glsl
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Clamp vertex lighting before interpolation
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2021-04-22 16:53:37 -07:00 |
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multiview_resolve_fragment.glsl
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[Postprocessing] Stereo integration
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2022-06-21 15:55:06 +00:00 |
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multiview_resolve_vertex.glsl
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[Postprocessing] Stereo integration
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2022-06-21 15:55:06 +00:00 |
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nv_default_fragment.glsl
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Better fog
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2022-06-21 02:21:20 +02:00 |
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nv_default_vertex.glsl
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Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
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2022-04-29 17:35:24 +02:00 |
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nv_nolighting_fragment.glsl
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Better fog
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2022-06-21 02:21:20 +02:00 |
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nv_nolighting_vertex.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
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objects_fragment.glsl
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Better fog
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2022-06-21 02:21:20 +02:00 |
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objects_vertex.glsl
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Better fog
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2022-06-21 02:21:20 +02:00 |
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openmw_fragment.glsl
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moddable post-processing pipeline
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2022-05-15 10:03:58 -07:00 |
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openmw_fragment.h.glsl
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moddable post-processing pipeline
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2022-05-15 10:03:58 -07:00 |
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openmw_fragment_multiview.glsl
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moddable post-processing pipeline
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2022-05-15 10:03:58 -07:00 |
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openmw_vertex.glsl
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[Postprocessing] Stereo integration
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2022-06-21 15:55:06 +00:00 |
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openmw_vertex.h.glsl
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[Postprocessing] Stereo integration
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2022-06-21 15:55:06 +00:00 |
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openmw_vertex_multiview.glsl
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[Postprocessing] Stereo integration
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2022-06-21 15:55:06 +00:00 |
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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 |
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s360_fragment.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
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s360_vertex.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
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shadowcasting_fragment.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
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shadowcasting_vertex.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
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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 |
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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 |
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sky_fragment.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
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sky_vertex.glsl
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Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
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2022-04-29 17:35:24 +02:00 |
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skypasses.glsl
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introduce sky shaders
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2021-10-23 17:53:38 -07:00 |
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softparticles.glsl
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Better fog
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2022-06-21 02:21:20 +02:00 |
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terrain_fragment.glsl
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Better fog
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2022-06-21 02:21:20 +02:00 |
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terrain_vertex.glsl
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Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
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2022-04-29 17:35:24 +02:00 |
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vertexcolors.glsl
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Clean up shader lighting
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2020-12-22 04:46:35 +03:00 |
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water_fragment.glsl
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Better fog
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2022-06-21 02:21:20 +02:00 |
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water_nm.png
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New water WIP
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2015-10-29 00:25:23 +01:00 |
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water_vertex.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |