overte-AleziaKurdis/interface/resources/shaders
2014-09-19 15:31:46 -07:00
..
ambient_occlusion.frag Revert the normal-based ambient occlusion; I wasn't crazy about the look of 2014-09-15 11:52:44 -07:00
ambient_occlusion.vert
deferred_light.vert Working on the actual deferred lights. 2014-09-18 16:12:46 -07:00
deferred_light_limited.vert Limit what we render for deferred point/spot lights based on the light's 2014-09-19 12:18:00 -07:00
diffuse.frag
directional_light.frag Working on getting particles/entities to work with deferred lighting; 2014-09-15 16:07:48 -07:00
directional_light_cascaded_shadow_map.frag Working on getting particles/entities to work with deferred lighting; 2014-09-15 16:07:48 -07:00
directional_light_shadow_map.frag Working on getting particles/entities to work with deferred lighting; 2014-09-15 16:07:48 -07:00
glow_add.frag
glow_add_separate.frag
grid.frag
horizontal_blur.frag
metavoxel_heightfield_base.frag Switch to deferred lighting for metavoxels. 2014-09-04 17:17:44 -07:00
metavoxel_heightfield_base.vert Switch to deferred lighting for metavoxels. 2014-09-04 17:17:44 -07:00
metavoxel_heightfield_cursor.frag No need to use a texture for the cursor; we can just use a fragment shader. 2014-08-08 11:24:57 -07:00
metavoxel_heightfield_cursor.vert Working on rejiggering the heightfield tiles. 2014-08-12 10:56:15 -07:00
metavoxel_heightfield_splat.frag Support for scaling splat textures in S and T, use mipmaps for them. 2014-08-22 16:43:09 -07:00
metavoxel_heightfield_splat.vert Support for scaling splat textures in S and T, use mipmaps for them. 2014-08-22 16:43:09 -07:00
metavoxel_point.vert More point bits (trying a different tack). 2014-07-21 19:00:13 -07:00
metavoxel_voxel_base.frag Switch to deferred lighting for metavoxels. 2014-09-04 17:17:44 -07:00
metavoxel_voxel_base.vert Switch to deferred lighting for metavoxels. 2014-09-04 17:17:44 -07:00
metavoxel_voxel_splat.frag Switch to deferred lighting for metavoxels. 2014-09-04 17:17:44 -07:00
metavoxel_voxel_splat.vert Switch to deferred lighting for metavoxels. 2014-09-04 17:17:44 -07:00
model.frag Working on translucent model bits. 2014-09-19 15:31:46 -07:00
model.vert I think we need to include the color. 2014-09-15 12:49:51 -07:00
model_normal_map.frag Working on translucent model bits. 2014-09-19 15:31:46 -07:00
model_normal_map.vert I think we need to include the color. 2014-09-15 12:49:51 -07:00
model_normal_specular_map.frag Working on translucent model bits. 2014-09-19 15:31:46 -07:00
model_shadow.frag Shadow fix. 2014-09-12 19:05:49 -07:00
model_shadow.vert
model_specular_map.frag Working on translucent model bits. 2014-09-19 15:31:46 -07:00
model_translucent.frag Working on translucent model bits. 2014-09-19 15:31:46 -07:00
occlusion_blur.frag
oculus.frag
oculus.vert
passthrough.vert
perlin_modulate.frag Use deferred lighting for voxels as well as metavoxels. 2014-09-11 18:06:56 -07:00
perlin_modulate.vert Use deferred lighting for voxels as well as metavoxels. 2014-09-11 18:06:56 -07:00
point_light.frag Working on the actual deferred lights. 2014-09-18 16:12:46 -07:00
point_size.vert
simple.frag Glow fix for simple shader. 2014-09-15 17:33:07 -07:00
simple.vert Working on getting particles/entities to work with deferred lighting; 2014-09-15 16:07:48 -07:00
skin_model.vert Don't include the color on the skin. 2014-09-15 12:52:35 -07:00
skin_model_normal_map.vert Don't include the color on the skin. 2014-09-15 12:52:35 -07:00
skin_model_shadow.vert
SkyFromAtmosphere.frag
SkyFromAtmosphere.vert
SkyFromSpace.frag
SkyFromSpace.vert
spot_light.frag Working on the actual deferred lights. 2014-09-18 16:12:46 -07:00
vertical_blur.frag
vertical_blur_add.frag
voxel.frag Use deferred lighting for voxels as well as metavoxels. 2014-09-11 18:06:56 -07:00
voxel.geom
voxel.vert Fix for deferred lighting on voxels. 2014-09-11 19:06:29 -07:00