overte/interface/resources/shaders
2014-11-04 17:29:19 -08:00
..
ambient_occlusion.frag Fix for ambient occlusion in 3DTV mode. 2014-11-03 17:36:10 -08:00
ambient_occlusion.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
deferred_light.vert Working on the actual deferred lights. 2014-09-18 16:12:46 -07:00
deferred_light_limited.vert Switch to using cones/spheres (as opposed to screen-aligned quads) with depth 2014-11-04 17:29:19 -08:00
diffuse.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
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 add apache license to shader headers 2014-04-09 09:59:05 -07:00
glow_add_separate.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
grid.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
horizontal_blur.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
metavoxel_cursor.frag Comment fix. 2014-10-14 18:24:44 -07:00
metavoxel_heightfield_base.frag Switch to deferred lighting for metavoxels. 2014-09-04 17:17:44 -07:00
metavoxel_heightfield_base.vert Tweaks to heightfield conversion. 2014-10-22 18:22:21 -07:00
metavoxel_heightfield_cursor.vert Render voxel cursor on heightfields, too. 2014-10-14 15:21:45 -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 Playing around with using points to represent distant voxel surfaces. 2014-10-06 18:52:10 -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_cursor.vert Allow drawing cursor on dual contour surface, wired up material paint tool. 2014-10-10 17:18:52 -07:00
metavoxel_voxel_splat.frag Reduce the size of the smoothing step. 2014-10-03 17:17:22 -07:00
metavoxel_voxel_splat.vert Use cubic texture coordinate generation for the dual contour surfaces. 2014-09-23 13:28:00 -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 add apache license to shader headers 2014-04-09 09:59:05 -07:00
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 add apache license to shader headers 2014-04-09 09:59:05 -07:00
oculus.frag Working 3.2 Oculus SDK 2014-06-26 09:56:19 -07:00
oculus.vert Properly use body orientation for Oculus camera 2014-06-27 09:53:31 -07:00
passthrough.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
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 Switch to using cones/spheres (as opposed to screen-aligned quads) with depth 2014-11-04 17:29:19 -08:00
point_size.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
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 add apache license to shader headers 2014-04-09 09:59:05 -07:00
SkyFromAtmosphere.frag Correct after blending. 2013-06-09 22:48:14 -04:00
SkyFromAtmosphere.vert Replacing glutSolidSphere by a cached Geometry 2014-10-03 16:55:58 -07:00
SkyFromSpace.frag Correct after blending. 2013-06-09 22:48:14 -04:00
SkyFromSpace.vert Replacing glutSolidSphere by a cached Geometry 2014-10-03 16:55:58 -07:00
spot_light.frag Switch to using cones/spheres (as opposed to screen-aligned quads) with depth 2014-11-04 17:29:19 -08:00
vertical_blur.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
vertical_blur_add.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
voxel.frag Use deferred lighting for voxels as well as metavoxels. 2014-09-11 18:06:56 -07:00
voxel.geom add apache license to shader headers 2014-04-09 09:59:05 -07:00
voxel.vert Fix for deferred lighting on voxels. 2014-09-11 19:06:29 -07:00