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								alpha.glsl
							
						
					
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							Check for EXT_gpu_shader4 CPU-side
						
					
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				2021-01-07 18:13:51 +00:00 | 
			
		
			
			
			
			
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								CMakeLists.txt
							
						
					
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							Handle BSShader[PP/No]LightingProperty
						
					
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				2021-03-22 01:55:58 +03:00 | 
			
		
			
			
			
			
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								groundcover_fragment.glsl
							
						
					
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							Use correct extension name.
						
					
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				2021-03-13 23:02:48 +00:00 | 
			
		
			
			
			
			
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								groundcover_vertex.glsl
							
						
					
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							Take in account Z direction for stomping
						
					
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				2021-01-26 22:29:41 +04:00 | 
			
		
			
			
			
			
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								lighting.glsl
							
						
					
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							Optimise groundcover lighting
						
					
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				2021-02-09 21:56:21 +00:00 | 
			
		
			
			
			
			
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								nv_default_fragment.glsl
							
						
					
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							Handle BSShader[PP/No]LightingProperty
						
					
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				2021-03-22 01:55:58 +03:00 | 
			
		
			
			
			
			
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								nv_default_vertex.glsl
							
						
					
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							Handle BSShader[PP/No]LightingProperty
						
					
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				2021-03-22 01:55:58 +03:00 | 
			
		
			
			
			
			
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								nv_nolighting_fragment.glsl
							
						
					
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							Handle BSShader[PP/No]LightingProperty
						
					
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				2021-03-22 01:55:58 +03:00 | 
			
		
			
			
			
			
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								nv_nolighting_vertex.glsl
							
						
					
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							Handle BSShader[PP/No]LightingProperty
						
					
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				2021-03-22 01:55:58 +03:00 | 
			
		
			
			
			
			
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								objects_fragment.glsl
							
						
					
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							Handle BSShader[PP/No]LightingProperty
						
					
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				2021-03-22 01:55:58 +03:00 | 
			
		
			
			
			
			
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								objects_vertex.glsl
							
						
					
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							Handle BSShader[PP/No]LightingProperty
						
					
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				2021-03-22 01:55:58 +03:00 | 
			
		
			
			
			
			
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								parallax.glsl
							
						
					
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							Flip the parallax offset Y component based on tangent parity (Bug #3440)
						
					
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				2016-06-16 18:07:10 +02:00 | 
			
		
			
			
			
			
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								s360_fragment.glsl
							
						
					
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							Replace switch with ifs in shader
						
					
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				2017-12-01 21:03:29 +01:00 | 
			
		
			
			
			
			
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								s360_vertex.glsl
							
						
					
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							get rid of sphericalscreenshot class
						
					
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				2017-11-15 17:01:16 +01:00 | 
			
		
			
			
			
			
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								shadowcasting_fragment.glsl
							
						
					
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							Use correct extension name.
						
					
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				2021-03-13 23:02:48 +00:00 | 
			
		
			
			
			
			
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								shadowcasting_vertex.glsl
							
						
					
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							Rely on existing alpha test for non-blended shadow casting
						
					
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				2020-04-21 18:18:55 +01:00 | 
			
		
			
			
			
			
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								shadows_fragment.glsl
							
						
					
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							Add optional shadow map max distance and fading
						
					
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				2019-11-02 18:06:39 +03:00 | 
			
		
			
			
			
			
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								shadows_vertex.glsl
							
						
					
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							Add normal-offset shadow mapping to remove shadow acne (flicker)
						
					
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				2019-01-30 22:28:00 +00:00 | 
			
		
			
			
			
			
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								terrain_fragment.glsl
							
						
					
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							Clean up shader lighting
						
					
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				2020-12-22 04:46:35 +03:00 | 
			
		
			
			
			
			
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								terrain_vertex.glsl
							
						
					
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							Clean up shader lighting
						
					
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				2020-12-22 04:46:35 +03:00 | 
			
		
			
			
			
			
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								vertexcolors.glsl
							
						
					
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							Clean up shader lighting
						
					
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				2020-12-22 04:46:35 +03:00 | 
			
		
			
			
			
			
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								water_fragment.glsl
							
						
					
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							Revert "Merge branch 'refractiontest' into 'master'"
						
					
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				2021-03-30 15:32:01 +04:00 | 
			
		
			
			
			
			
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								water_nm.png
							
						
					
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							New water WIP
						
					
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				2015-10-29 00:25:23 +01:00 | 
			
		
			
			
			
			
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								water_vertex.glsl
							
						
					
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							Support for radial fog (feature #4708)
						
					
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				2020-03-17 23:09:28 +04:00 |