overte/interface/resources/shaders
2014-08-20 19:26:06 -07:00
..
ambient_occlusion.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
ambient_occlusion.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
cascaded_shadow_map.frag Cascaded shadow maps for models. 2014-05-29 15:30:40 -07:00
cascaded_shadow_map.vert Retain "simple" shadows, supply cascaded as option. 2014-05-29 12:48:41 -07:00
diffuse.frag add apache license to shader headers 2014-04-09 09:59:05 -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_heightfield.frag Progress on rendering heightfield buffers. 2014-07-29 16:06:35 -07:00
metavoxel_heightfield.vert Support for shadows on heightmaps. 2014-08-15 16:13:47 -07:00
metavoxel_heightfield_base.frag Working on texture rendering. 2014-08-20 14:48:02 -07:00
metavoxel_heightfield_base.vert Working on texture rendering. 2014-08-20 14:48:02 -07:00
metavoxel_heightfield_cascaded_shadow_map.frag Support for shadows on heightmaps. 2014-08-15 16:13:47 -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_light.frag Working on texture rendering. 2014-08-20 14:48:02 -07:00
metavoxel_heightfield_light.vert Working on texture rendering. 2014-08-20 14:48:02 -07:00
metavoxel_heightfield_light_cascaded_shadow_map.frag Working on texture rendering. 2014-08-20 14:48:02 -07:00
metavoxel_heightfield_light_shadow_map.frag Working on texture rendering. 2014-08-20 14:48:02 -07:00
metavoxel_heightfield_shadow_map.frag Support for shadows on heightmaps. 2014-08-15 16:13:47 -07:00
metavoxel_heightfield_splat.frag Basic splatting. 2014-08-20 19:26:06 -07:00
metavoxel_heightfield_splat.vert Basic splatting. 2014-08-20 19:26:06 -07:00
metavoxel_point.vert More point bits (trying a different tack). 2014-07-21 19:00:13 -07:00
model.frag Switched back to using uniforms for light parameters, as using the fixed 2014-07-22 18:03:13 -07:00
model.vert Merged from master. Get rid of redundant GL fog states. Moved local light parameters to shader uniform arrays. 2014-07-09 13:27:42 -07:00
model_cascaded_shadow_map.frag Switched back to using uniforms for light parameters, as using the fixed 2014-07-22 18:03:13 -07:00
model_cascaded_shadow_normal_map.frag Switched back to using uniforms for light parameters, as using the fixed 2014-07-22 18:03:13 -07:00
model_cascaded_shadow_normal_specular_map.frag Switched back to using uniforms for light parameters, as using the fixed 2014-07-22 18:03:13 -07:00
model_cascaded_shadow_specular_map.frag Switched back to using uniforms for light parameters, as using the fixed 2014-07-22 18:03:13 -07:00
model_normal_map.frag Switched back to using uniforms for light parameters, as using the fixed 2014-07-22 18:03:13 -07:00
model_normal_map.vert Basic support for shadows on models. 2014-05-23 16:35:51 -07:00
model_normal_specular_map.frag Switched back to using uniforms for light parameters, as using the fixed 2014-07-22 18:03:13 -07:00
model_shadow.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
model_shadow.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
model_shadow_map.frag Switched back to using uniforms for light parameters, as using the fixed 2014-07-22 18:03:13 -07:00
model_shadow_normal_map.frag Switched back to using uniforms for light parameters, as using the fixed 2014-07-22 18:03:13 -07:00
model_shadow_normal_specular_map.frag Switched back to using uniforms for light parameters, as using the fixed 2014-07-22 18:03:13 -07:00
model_shadow_specular_map.frag Switched back to using uniforms for light parameters, as using the fixed 2014-07-22 18:03:13 -07:00
model_specular_map.frag Switched back to using uniforms for light parameters, as using the fixed 2014-07-22 18:03:13 -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 Implemented Improved Perlin Noise in existing "textured voxels" option. 2014-07-02 13:09:16 -07:00
perlin_modulate.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
point_size.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
shadow_map.frag Retain "simple" shadows, supply cascaded as option. 2014-05-29 12:48:41 -07:00
shadow_map.vert Retain "simple" shadows, supply cascaded as option. 2014-05-29 12:48:41 -07:00
skin_model.vert Merged from master. Get rid of redundant GL fog states. Moved local light parameters to shader uniform arrays. 2014-07-09 13:27:42 -07:00
skin_model_normal_map.vert Basic support for shadows on models. 2014-05-23 16:35:51 -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 #19351 - Atmosphere shaders should be handled per-pixel instead of per-vertex. 2013-05-30 15:02:11 -04:00
SkyFromSpace.frag Correct after blending. 2013-06-09 22:48:14 -04:00
SkyFromSpace.vert #19351 - Atmosphere shaders should be handled per-pixel instead of per-vertex. 2013-05-30 15:02:11 -04:00
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.geom add apache license to shader headers 2014-04-09 09:59:05 -07:00