overte/interface/resources/shaders
2013-11-26 17:53:31 -08:00
..
ambient_occlusion.frag The other part of the Oculus ambient occlusion fix. 2013-11-26 17:53:31 -08:00
ambient_occlusion.vert
diffuse.frag
face.frag
face.vert
face_textured.frag
face_textured.vert
glow_add.frag
glow_add_separate.frag
horizontal_blur.frag
iris.frag
iris.vert
model.frag Normal map support almost there. 2013-10-29 22:13:00 -07:00
model.vert Normal map support almost there. 2013-10-29 22:13:00 -07:00
model_normal_map.frag Normal map support almost there. 2013-10-29 22:13:00 -07:00
model_normal_map.vert Normal map support almost there. 2013-10-29 22:13:00 -07:00
occlusion_blur.frag
oculus.frag Moved Oculus code out of Application, started on using StereoConfig to get 2013-11-26 11:59:06 -08:00
passthrough.vert
perlin_modulate.frag
perlin_modulate.vert
point_size.vert fix thinning in voxels as points by using correct points to calculate width of voxel based on camera position relative to voxel 2013-11-03 11:10:00 -08:00
shadow_map.frag Lighten the shadows, remove some debug code. 2013-11-21 12:29:22 -08:00
skin_model.vert Allow more clusters per mesh. 2013-10-31 17:01:00 -07:00
skin_model_normal_map.vert Allow more clusters per mesh. 2013-10-31 17:01:00 -07:00
skin_voxels.vert
SkyFromAtmosphere.frag
SkyFromAtmosphere.vert
SkyFromSpace.frag
SkyFromSpace.vert
vertical_blur.frag
vertical_blur_add.frag
voxel.geom added normals to voxel shader 2013-09-27 13:26:58 -07:00