| .. | 
		
		
			
			
			
			
				| alpha.glsl | Disable coverage adjustment for blended objects | 2021-07-04 23:29:22 +01:00 | 
		
			
			
			
			
				| CMakeLists.txt | use OPENMW_RESOURCES_ROOT instead | 2021-12-08 14:33:49 +01:00 | 
		
			
			
			
			
				| debug_fragment.glsl | refactor and fix wobbly shores | 2021-08-04 17:49:57 -07:00 | 
		
			
			
			
			
				| debug_vertex.glsl | add missing centroid to debug vertex shaders | 2021-08-07 18:04:11 -07:00 | 
		
			
			
			
			
				| depth.glsl | enable shaders path and dehardcode depth formats | 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 | enable shaders path and dehardcode depth formats | 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 | remove object shader path | 2021-10-25 10:23:16 -07:00 | 
		
			
			
			
			
				| lighting_util.glsl | Clamp vertex lighting before interpolation | 2021-04-22 16:53:37 -07:00 | 
		
			
			
			
			
				| nv_default_fragment.glsl | Add specular strength shader parameter | 2021-11-10 19:58:06 +03:00 | 
		
			
			
			
			
				| nv_default_vertex.glsl | enable shaders path and dehardcode depth formats | 2021-08-04 17:39:11 -07:00 | 
		
			
			
			
			
				| nv_nolighting_fragment.glsl | check if FORCE_OPAQUE is available before using it. | 2021-10-06 08:05:10 +02:00 | 
		
			
			
			
			
				| nv_nolighting_vertex.glsl | enable shaders path and dehardcode depth formats | 2021-08-04 17:39:11 -07:00 | 
		
			
			
			
			
				| objects_fragment.glsl | shader-based object texture blending | 2021-12-30 17:08:43 -08:00 | 
		
			
			
			
			
				| objects_vertex.glsl | remove object shader path | 2021-10-25 10:23:16 -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 | 
		
			
			
			
			
				| sky_fragment.glsl | remove object shader path | 2021-10-25 10:23:16 -07:00 | 
		
			
			
			
			
				| sky_vertex.glsl | introduce sky shaders | 2021-10-23 17:53:38 -07:00 | 
		
			
			
			
			
				| skypasses.glsl | introduce sky shaders | 2021-10-23 17:53:38 -07:00 | 
		
			
			
			
			
				| softparticles.glsl | soft particles | 2021-10-30 12:19:31 -07:00 | 
		
			
			
			
			
				| terrain_fragment.glsl | Clamp vertex lighting before interpolation | 2021-04-22 16:53:37 -07:00 | 
		
			
			
			
			
				| terrain_vertex.glsl | enable shaders path and dehardcode depth formats | 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 | Merge branch 'master' into 'master' | 2021-11-13 21:44:25 +00:00 | 
		
			
			
			
			
				| water_nm.png | New water WIP | 2015-10-29 00:25:23 +01:00 | 
		
			
			
			
			
				| water_vertex.glsl | Fix #6386 | 2021-11-09 23:25:06 -05:00 |