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openmw/files/shaders
2021-08-04 17:39:11 -07:00
..
alpha.glsl Disable coverage adjustment for blended objects 2021-07-04 23:29:22 +01:00
CMakeLists.txt initial reverse-z depth implementation 2021-08-04 17:39:11 -07:00
depth.glsl initial reverse-z depth implementation 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 initial reverse-z depth implementation 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 Don't flip NV PPL shader Y axis erroneously 2021-05-03 01:34:54 +03:00
nv_default_vertex.glsl initial reverse-z depth implementation 2021-08-04 17:39:11 -07:00
nv_nolighting_fragment.glsl Handle BSShader[PP/No]LightingProperty 2021-03-22 01:55:58 +03:00
nv_nolighting_vertex.glsl initial reverse-z depth implementation 2021-08-04 17:39:11 -07:00
objects_fragment.glsl Address shader issues pointed out by AnyOldName3 2021-07-29 22:28:05 +03:00
objects_vertex.glsl initial reverse-z depth implementation 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 initial reverse-z depth implementation 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 initial reverse-z depth implementation 2021-08-04 17:39:11 -07:00
water_nm.png New water WIP 2015-10-29 00:25:23 +01:00
water_vertex.glsl initial reverse-z depth implementation 2021-08-04 17:39:11 -07:00