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4a96885323
Move tangent space generation to the vertex shaders Support diffuse parallax when no normal map is present Don't use diffuse parallax if there's no diffuse map Generalize normal-to-view conversion Rewrite parallax |
1 year ago | |
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bs | 1 year ago | |
luminance | 2 years ago | |
debug.frag | 2 years ago | |
debug.vert | 2 years ago | |
depthclipped.frag | 2 years ago | |
depthclipped.vert | 2 years ago | |
fog.glsl | 2 years ago | |
fullscreen_tri.frag | 2 years ago | |
fullscreen_tri.vert | 2 years ago | |
groundcover.frag | 1 year ago | |
groundcover.vert | 1 year ago | |
gui.frag | 2 years ago | |
gui.vert | 2 years ago | |
multiview_resolve.frag | 2 years ago | |
multiview_resolve.vert | 2 years ago | |
normals.glsl | 1 year ago | |
objects.frag | 1 year ago | |
objects.vert | 1 year ago | |
ripples_blobber.frag | 2 years ago | |
ripples_simulate.frag | 2 years ago | |
s360.frag | 2 years ago | |
s360.vert | 2 years ago | |
shadowcasting.frag | 2 years ago | |
shadowcasting.vert | 2 years ago | |
shadows_fragment.glsl | 2 years ago | |
shadows_vertex.glsl | 1 year ago | |
sky.frag | 2 years ago | |
sky.vert | 2 years ago | |
terrain.frag | 1 year ago | |
terrain.vert | 1 year ago | |
vertexcolors.glsl | 2 years ago | |
water.frag | 1 year ago | |
water.vert | 2 years ago |