| .. | 
		
		
			
			
			
			
				| 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 | move water normal to vfs | 2023-01-29 11:14:08 -08:00 | 
		
			
			
			
			
				| 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 | po2 scaling for average luminance | 2023-02-05 12:30:38 -08:00 | 
		
			
			
			
			
				| groundcover_fragment.glsl | fix pass normals | 2023-01-19 09:28:51 -08:00 | 
		
			
			
			
			
				| 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 | fix pass normals | 2023-01-19 09:28:51 -08:00 | 
		
			
			
			
			
				| 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 | Use falloff start and stop opacity in NoLighting shader | 2023-02-11 23:19:26 +03:00 | 
		
			
			
			
			
				| objects_fragment.glsl | fix pass normals | 2023-01-19 09:28:51 -08:00 | 
		
			
			
			
			
				| objects_vertex.glsl | rain occlusion | 2023-01-06 22:23:03 -08:00 | 
		
			
			
			
			
				| 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 |  |  | 
		
			
			
			
			
				| precipitation_fragment.glsl | rain occlusion | 2023-01-06 22:23:03 -08:00 | 
		
			
			
			
			
				| precipitation_vertex.glsl | rain occlusion | 2023-01-06 22:23:03 -08:00 | 
		
			
			
			
			
				| 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 |  |  | 
		
			
			
			
			
				| shadows_vertex.glsl |  |  | 
		
			
			
			
			
				| 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 | fix pass normals | 2023-01-19 09:28:51 -08:00 | 
		
			
			
			
			
				| 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 | fix pass normals | 2023-01-19 09:28:51 -08:00 | 
		
			
			
			
			
				| water_vertex.glsl | multiview linker-method | 2022-04-28 21:09:06 +02:00 |