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openmw/files/shaders
florent.teppe 43b0ae1ce7 all debug renders now use the same shader and it works
remove debug draw shader, now that debug and debugdraw serve the same function

remove debug draw code from actors to clean

replaced int uniforms with bool for better readability

clang format

cleanup, remove unused func, and mistake whitespace

fix namespace

added more colors

fixed missing whitespace
2022-09-11 17:54:01 +02:00
..
alpha.glsl Disable coverage adjustment for blended objects 2021-07-04 23:29:22 +01:00
blended_depth_postpass_fragment.glsl temporary fix for artifacts in transparent post-pass 2022-07-31 18:51:42 -07:00
blended_depth_postpass_vertex.glsl [Postprocessing] Stereo integration 2022-06-21 15:55:06 +00:00
CMakeLists.txt all debug renders now use the same shader and it works 2022-09-11 17:54:01 +02:00
debug_fragment.glsl all debug renders now use the same shader and it works 2022-09-11 17:54:01 +02:00
debug_vertex.glsl all debug renders now use the same shader and it works 2022-09-11 17:54:01 +02:00
depth.glsl enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
fog.glsl Support sky blending in multiview mode 2022-07-09 22:21:48 +02:00
fullscreen_tri_fragment.glsl moddable post-processing pipeline 2022-05-15 10:03:58 -07:00
fullscreen_tri_vertex.glsl [Postprocessing] Stereo integration 2022-06-21 15:55:06 +00:00
groundcover_fragment.glsl Better fog 2022-06-21 02:21:20 +02:00
groundcover_vertex.glsl moddable post-processing pipeline 2022-05-15 10:03:58 -07:00
gui_fragment.glsl multiview linker-method 2022-04-28 21:09:06 +02:00
gui_vertex.glsl multiview linker-method 2022-04-28 21:09:06 +02:00
hdr_luminance_fragment.glsl temporary fix for auto exposure 2022-07-22 20:41:08 -07:00
hdr_resolve_fragment.glsl temporary fix for auto exposure 2022-07-22 20:41:08 -07:00
lighting.glsl remove object shader path 2021-10-25 10:23:16 -07:00
lighting_util.glsl allow soft particles on meshes and add extra data extensions 2022-06-29 18:15:12 -07:00
multiview_resolve_fragment.glsl [Postprocessing] Stereo integration 2022-06-21 15:55:06 +00:00
multiview_resolve_vertex.glsl [Postprocessing] Stereo integration 2022-06-21 15:55:06 +00:00
nv_default_fragment.glsl Better fog 2022-06-21 02:21:20 +02:00
nv_default_vertex.glsl Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness. 2022-04-29 17:35:24 +02:00
nv_nolighting_fragment.glsl Better fog 2022-06-21 02:21:20 +02:00
nv_nolighting_vertex.glsl multiview linker-method 2022-04-28 21:09:06 +02:00
objects_fragment.glsl Fix undeclared shader variable 2022-07-01 14:34:59 +00:00
objects_vertex.glsl Better fog 2022-06-21 02:21:20 +02:00
openmw_fragment.glsl Support sky blending in multiview mode 2022-07-09 22:21:48 +02:00
openmw_fragment.h.glsl Support sky blending in multiview mode 2022-07-09 22:21:48 +02:00
openmw_fragment_multiview.glsl Support sky blending in multiview mode 2022-07-09 22:21:48 +02:00
openmw_vertex.glsl [Postprocessing] Stereo integration 2022-06-21 15:55:06 +00:00
openmw_vertex.h.glsl [Postprocessing] Stereo integration 2022-06-21 15:55:06 +00:00
openmw_vertex_multiview.glsl [Postprocessing] Stereo integration 2022-06-21 15:55:06 +00:00
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 multiview linker-method 2022-04-28 21:09:06 +02:00
s360_vertex.glsl multiview linker-method 2022-04-28 21:09:06 +02:00
shadowcasting_fragment.glsl multiview linker-method 2022-04-28 21:09:06 +02:00
shadowcasting_vertex.glsl multiview linker-method 2022-04-28 21:09:06 +02:00
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
sky_fragment.glsl tmp_sun_fix 2022-07-05 23:47:23 -07:00
sky_vertex.glsl Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness. 2022-04-29 17:35:24 +02:00
skypasses.glsl introduce sky shaders 2021-10-23 17:53:38 -07:00
softparticles.glsl better fade 2022-06-30 08:23:28 -07:00
terrain_fragment.glsl Better fog 2022-06-21 02:21:20 +02:00
terrain_vertex.glsl Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness. 2022-04-29 17:35:24 +02:00
vertexcolors.glsl Clean up shader lighting 2020-12-22 04:46:35 +03:00
water_fragment.glsl Better fog 2022-06-21 02:21:20 +02:00
water_nm.png New water WIP 2015-10-29 00:25:23 +01:00
water_vertex.glsl multiview linker-method 2022-04-28 21:09:06 +02:00