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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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								CMakeLists.txt
							
						
					
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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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								debug_fragment.glsl
							
						
					
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							refactor and fix wobbly shores
						
					
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				2021-08-04 17:49:57 -07:00 | 
			
		
			
			
			
			
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								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 | 
			
		
			
			
			
			
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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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								groundcover_fragment.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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								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 | 
			
		
			
			
			
			
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								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 | 
			
		
			
			
			
			
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								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 | 
			
		
			
			
			
			
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								lighting.glsl
							
						
					
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							Code review fixes, remove implicit GLSL casts
						
					
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				2021-04-13 11:09:54 -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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								nv_default_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 | 
			
		
			
			
			
			
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								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 | 
			
		
			
			
			
			
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								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 | 
			
		
			
			
			
			
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								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 | 
			
		
			
			
			
			
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								objects_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 | 
			
		
			
			
			
			
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								objects_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 | 
			
		
			
			
			
			
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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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							Replace switch with ifs in shader
						
					
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				2017-12-01 21:03:29 +01:00 | 
			
		
			
			
			
			
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								s360_vertex.glsl
							
						
					
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							get rid of sphericalscreenshot class
						
					
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				2017-11-15 17:01:16 +01:00 | 
			
		
			
			
			
			
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								shadowcasting_fragment.glsl
							
						
					
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							Use correct extension name.
						
					
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				2021-03-13 23:02:48 +00:00 | 
			
		
			
			
			
			
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								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 | 
			
		
			
			
			
			
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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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								terrain_fragment.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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								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 | 
			
		
			
			
			
			
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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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							Make random displacement more random and double raindrop density in each axis (4x the raindrops)
						
					
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				2021-10-28 11:51:22 +00:00 | 
			
		
			
			
			
			
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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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							enable shaders path and dehardcode depth formats
						
					
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				2021-08-04 17:39:11 -07:00 |