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ambient_occlusion.frag
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
ambient_occlusion.vert
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
cascaded_shadow_map.frag
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Cascaded shadow maps for models.
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2014-05-29 15:30:40 -07:00 |
cascaded_shadow_map.vert
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Retain "simple" shadows, supply cascaded as option.
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2014-05-29 12:48:41 -07:00 |
diffuse.frag
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
glow_add.frag
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
glow_add_separate.frag
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
grid.frag
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
horizontal_blur.frag
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
metavoxel_heightfield.frag
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Progress on rendering heightfield buffers.
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2014-07-29 16:06:35 -07:00 |
metavoxel_heightfield.vert
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Support for shadows on heightmaps.
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2014-08-15 16:13:47 -07:00 |
metavoxel_heightfield_base.frag
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Working on texture rendering.
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2014-08-20 14:48:02 -07:00 |
metavoxel_heightfield_base.vert
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Working on texture rendering.
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2014-08-20 14:48:02 -07:00 |
metavoxel_heightfield_cascaded_shadow_map.frag
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Support for shadows on heightmaps.
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2014-08-15 16:13:47 -07:00 |
metavoxel_heightfield_cursor.frag
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No need to use a texture for the cursor; we can just use a fragment shader.
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2014-08-08 11:24:57 -07:00 |
metavoxel_heightfield_cursor.vert
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Working on rejiggering the heightfield tiles.
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2014-08-12 10:56:15 -07:00 |
metavoxel_heightfield_light.frag
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Working on texture rendering.
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2014-08-20 14:48:02 -07:00 |
metavoxel_heightfield_light.vert
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Working on texture rendering.
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2014-08-20 14:48:02 -07:00 |
metavoxel_heightfield_light_cascaded_shadow_map.frag
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Working on texture rendering.
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2014-08-20 14:48:02 -07:00 |
metavoxel_heightfield_light_shadow_map.frag
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Working on texture rendering.
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2014-08-20 14:48:02 -07:00 |
metavoxel_heightfield_shadow_map.frag
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Support for shadows on heightmaps.
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2014-08-15 16:13:47 -07:00 |
metavoxel_heightfield_splat.frag
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Basic splatting.
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2014-08-20 19:26:06 -07:00 |
metavoxel_heightfield_splat.vert
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Basic splatting.
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2014-08-20 19:26:06 -07:00 |
metavoxel_point.vert
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More point bits (trying a different tack).
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2014-07-21 19:00:13 -07:00 |
model.frag
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Switched back to using uniforms for light parameters, as using the fixed
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2014-07-22 18:03:13 -07:00 |
model.vert
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Merged from master. Get rid of redundant GL fog states. Moved local light parameters to shader uniform arrays.
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2014-07-09 13:27:42 -07:00 |
model_cascaded_shadow_map.frag
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Switched back to using uniforms for light parameters, as using the fixed
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2014-07-22 18:03:13 -07:00 |
model_cascaded_shadow_normal_map.frag
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Switched back to using uniforms for light parameters, as using the fixed
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2014-07-22 18:03:13 -07:00 |
model_cascaded_shadow_normal_specular_map.frag
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Switched back to using uniforms for light parameters, as using the fixed
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2014-07-22 18:03:13 -07:00 |
model_cascaded_shadow_specular_map.frag
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Switched back to using uniforms for light parameters, as using the fixed
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2014-07-22 18:03:13 -07:00 |
model_normal_map.frag
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Switched back to using uniforms for light parameters, as using the fixed
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2014-07-22 18:03:13 -07:00 |
model_normal_map.vert
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Basic support for shadows on models.
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2014-05-23 16:35:51 -07:00 |
model_normal_specular_map.frag
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Switched back to using uniforms for light parameters, as using the fixed
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2014-07-22 18:03:13 -07:00 |
model_shadow.frag
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
model_shadow.vert
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
model_shadow_map.frag
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Switched back to using uniforms for light parameters, as using the fixed
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2014-07-22 18:03:13 -07:00 |
model_shadow_normal_map.frag
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Switched back to using uniforms for light parameters, as using the fixed
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2014-07-22 18:03:13 -07:00 |
model_shadow_normal_specular_map.frag
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Switched back to using uniforms for light parameters, as using the fixed
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2014-07-22 18:03:13 -07:00 |
model_shadow_specular_map.frag
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Switched back to using uniforms for light parameters, as using the fixed
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2014-07-22 18:03:13 -07:00 |
model_specular_map.frag
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Switched back to using uniforms for light parameters, as using the fixed
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2014-07-22 18:03:13 -07:00 |
occlusion_blur.frag
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
oculus.frag
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Working 3.2 Oculus SDK
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2014-06-26 09:56:19 -07:00 |
oculus.vert
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Properly use body orientation for Oculus camera
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2014-06-27 09:53:31 -07:00 |
passthrough.vert
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
perlin_modulate.frag
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Implemented Improved Perlin Noise in existing "textured voxels" option.
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2014-07-02 13:09:16 -07:00 |
perlin_modulate.vert
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
point_size.vert
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
shadow_map.frag
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Retain "simple" shadows, supply cascaded as option.
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2014-05-29 12:48:41 -07:00 |
shadow_map.vert
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Retain "simple" shadows, supply cascaded as option.
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2014-05-29 12:48:41 -07:00 |
skin_model.vert
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Merged from master. Get rid of redundant GL fog states. Moved local light parameters to shader uniform arrays.
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2014-07-09 13:27:42 -07:00 |
skin_model_normal_map.vert
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Basic support for shadows on models.
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2014-05-23 16:35:51 -07:00 |
skin_model_shadow.vert
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
SkyFromAtmosphere.frag
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Correct after blending.
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2013-06-09 22:48:14 -04:00 |
SkyFromAtmosphere.vert
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#19351 - Atmosphere shaders should be handled per-pixel instead of per-vertex.
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2013-05-30 15:02:11 -04:00 |
SkyFromSpace.frag
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Correct after blending.
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2013-06-09 22:48:14 -04:00 |
SkyFromSpace.vert
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#19351 - Atmosphere shaders should be handled per-pixel instead of per-vertex.
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2013-05-30 15:02:11 -04:00 |
vertical_blur.frag
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
vertical_blur_add.frag
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
voxel.geom
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |