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openmw/files/shaders
madsbuvi dd5901d351 Initial commit
Multiview shaders.

Refactor Frustum management

Rewrite shared shadow map

cull mask should respect stereo

Stereo savegame screencap

LocalMap refactoring

use the vertex buffer hint instead of the display list patch to enable/disable display lists

Character preview fixes
2022-04-28 21:05:34 +02:00
..
alpha.glsl Disable coverage adjustment for blended objects 2021-07-04 23:29:22 +01:00
CMakeLists.txt Initial commit 2022-04-28 21:05:34 +02:00
debug_fragment.glsl Initial commit 2022-04-28 21:05:34 +02:00
debug_vertex.glsl Initial commit 2022-04-28 21:05:34 +02:00
depth.glsl enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
groundcover_fragment.glsl Initial commit 2022-04-28 21:05:34 +02:00
groundcover_vertex.glsl Initial commit 2022-04-28 21:05:34 +02:00
gui_fragment.glsl Initial commit 2022-04-28 21:05:34 +02:00
gui_vertex.glsl Initial commit 2022-04-28 21:05:34 +02:00
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
multiview_fragment.glsl Initial commit 2022-04-28 21:05:34 +02:00
multiview_vertex.glsl Initial commit 2022-04-28 21:05:34 +02:00
nv_default_fragment.glsl Initial commit 2022-04-28 21:05:34 +02:00
nv_default_vertex.glsl Initial commit 2022-04-28 21:05:34 +02:00
nv_nolighting_fragment.glsl Initial commit 2022-04-28 21:05:34 +02:00
nv_nolighting_vertex.glsl Initial commit 2022-04-28 21:05:34 +02:00
objects_fragment.glsl Initial commit 2022-04-28 21:05:34 +02:00
objects_vertex.glsl Initial commit 2022-04-28 21:05:34 +02:00
openmw_fragment.glsl mono-only version of the shader linking system introduced in the stereo MR 2022-04-26 19:54:24 +02:00
openmw_fragment.h.glsl mono-only version of the shader linking system introduced in the stereo MR 2022-04-26 19:54:24 +02:00
openmw_vertex.glsl mono-only version of the shader linking system introduced in the stereo MR 2022-04-26 19:54:24 +02:00
openmw_vertex.h.glsl mono-only version of the shader linking system introduced in the stereo MR 2022-04-26 19:54:24 +02:00
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 Initial commit 2022-04-28 21:05:34 +02:00
s360_vertex.glsl Initial commit 2022-04-28 21:05:34 +02:00
shadowcasting_fragment.glsl Initial commit 2022-04-28 21:05:34 +02:00
shadowcasting_vertex.glsl Initial commit 2022-04-28 21:05:34 +02:00
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 Initial commit 2022-04-28 21:05:34 +02:00
sky_vertex.glsl Initial commit 2022-04-28 21:05:34 +02:00
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 Initial commit 2022-04-28 21:05:34 +02:00
terrain_vertex.glsl Initial commit 2022-04-28 21:05:34 +02:00
vertexcolors.glsl Clean up shader lighting 2020-12-22 04:46:35 +03:00
water_fragment.glsl Initial commit 2022-04-28 21:05:34 +02:00
water_nm.png New water WIP 2015-10-29 00:25:23 +01:00
water_vertex.glsl Initial commit 2022-04-28 21:05:34 +02:00