overte/interface/resources/shaders
2014-05-29 15:30:40 -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_point.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
model.frag Use local viewer model for specular. 2014-05-23 10:57:14 -07:00
model.vert Basic support for shadows on models. 2014-05-23 16:35:51 -07:00
model_cascaded_shadow_map.frag Cascaded shadow maps for models. 2014-05-29 15:30:40 -07:00
model_cascaded_shadow_normal_map.frag Cascaded shadow maps for models. 2014-05-29 15:30:40 -07:00
model_cascaded_shadow_normal_specular_map.frag Cascaded shadow maps for models. 2014-05-29 15:30:40 -07:00
model_cascaded_shadow_specular_map.frag Cascaded shadow maps for models. 2014-05-29 15:30:40 -07:00
model_normal_map.frag Use local viewer model for specular. 2014-05-23 10:57:14 -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 Use local viewer model for specular. 2014-05-23 10:57:14 -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 What the heck; let's try using some multisampling on the shadow maps. 2014-05-27 12:30:45 -07:00
model_shadow_normal_map.frag What the heck; let's try using some multisampling on the shadow maps. 2014-05-27 12:30:45 -07:00
model_shadow_normal_specular_map.frag What the heck; let's try using some multisampling on the shadow maps. 2014-05-27 12:30:45 -07:00
model_shadow_specular_map.frag What the heck; let's try using some multisampling on the shadow maps. 2014-05-27 12:30:45 -07:00
model_specular_map.frag Use local viewer model for specular. 2014-05-23 10:57:14 -07:00
occlusion_blur.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
oculus.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
passthrough.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
perlin_modulate.frag add apache license to shader headers 2014-04-09 09:59:05 -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 Basic support for shadows on models. 2014-05-23 16:35:51 -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