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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
2 years ago
..
CMakeLists.txt all debug renders now use the same shader and it works 2 years ago
alpha.glsl Disable coverage adjustment for blended objects 4 years ago
blended_depth_postpass_fragment.glsl temporary fix for artifacts in transparent post-pass 2 years ago
blended_depth_postpass_vertex.glsl [Postprocessing] Stereo integration 3 years ago
debug_fragment.glsl all debug renders now use the same shader and it works 2 years ago
debug_vertex.glsl all debug renders now use the same shader and it works 2 years ago
depth.glsl enable shaders path and dehardcode depth formats 3 years ago
fog.glsl Support sky blending in multiview mode 3 years ago
fullscreen_tri_fragment.glsl moddable post-processing pipeline 3 years ago
fullscreen_tri_vertex.glsl [Postprocessing] Stereo integration 3 years ago
groundcover_fragment.glsl Better fog 3 years ago
groundcover_vertex.glsl moddable post-processing pipeline 3 years ago
gui_fragment.glsl multiview linker-method 3 years ago
gui_vertex.glsl multiview linker-method 3 years ago
hdr_luminance_fragment.glsl temporary fix for auto exposure 2 years ago
hdr_resolve_fragment.glsl temporary fix for auto exposure 2 years ago
lighting.glsl remove object shader path 3 years ago
lighting_util.glsl allow soft particles on meshes and add extra data extensions 3 years ago
multiview_resolve_fragment.glsl [Postprocessing] Stereo integration 3 years ago
multiview_resolve_vertex.glsl [Postprocessing] Stereo integration 3 years ago
nv_default_fragment.glsl Better fog 3 years ago
nv_default_vertex.glsl Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness. 3 years ago
nv_nolighting_fragment.glsl Better fog 3 years ago
nv_nolighting_vertex.glsl multiview linker-method 3 years ago
objects_fragment.glsl Fix undeclared shader variable 3 years ago
objects_vertex.glsl Better fog 3 years ago
openmw_fragment.glsl Support sky blending in multiview mode 3 years ago
openmw_fragment.h.glsl Support sky blending in multiview mode 3 years ago
openmw_fragment_multiview.glsl Support sky blending in multiview mode 3 years ago
openmw_vertex.glsl [Postprocessing] Stereo integration 3 years ago
openmw_vertex.h.glsl [Postprocessing] Stereo integration 3 years ago
openmw_vertex_multiview.glsl [Postprocessing] Stereo integration 3 years ago
parallax.glsl Flip the parallax offset Y component based on tangent parity (Bug #3440) 9 years ago
s360_fragment.glsl multiview linker-method 3 years ago
s360_vertex.glsl multiview linker-method 3 years ago
shadowcasting_fragment.glsl multiview linker-method 3 years ago
shadowcasting_vertex.glsl multiview linker-method 3 years ago
shadows_fragment.glsl Add optional shadow map max distance and fading 5 years ago
shadows_vertex.glsl Add normal-offset shadow mapping to remove shadow acne (flicker) 6 years ago
sky_fragment.glsl tmp_sun_fix 3 years ago
sky_vertex.glsl Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness. 3 years ago
skypasses.glsl introduce sky shaders 3 years ago
softparticles.glsl better fade 3 years ago
terrain_fragment.glsl Better fog 3 years ago
terrain_vertex.glsl Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness. 3 years ago
vertexcolors.glsl Clean up shader lighting 4 years ago
water_fragment.glsl Better fog 3 years ago
water_nm.png New water WIP 9 years ago
water_vertex.glsl multiview linker-method 3 years ago