overte/interface/resources/shaders
2014-02-12 18:00:09 -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 Basic ambient occlusion effect up and running; needs tweaking and 2013-08-16 17:26:47 -07:00
diffuse.frag Might as well convert the divide to a multiply. 2013-08-20 17:04:29 -07:00
glow_add.frag Added simple additive/blur-with-persist glow modes, means to cycle through 2013-08-14 14:14:47 -07:00
glow_add_separate.frag Added simple additive/blur-with-persist glow modes, means to cycle through 2013-08-14 14:14:47 -07:00
grid.frag Adjust the fog density; getting different results on Linux vs. OS X. 2014-01-22 14:17:02 -08:00
horizontal_blur.frag To keep the frame rate up, let's only sample eight points for the blur. 2013-08-13 14:52:35 -07:00
metavoxel_point.vert Diffuse lighting. 2013-12-12 16:19:05 -08:00
model.frag Don't add the specular alpha in the model fragment shaders. 2014-01-27 17:44:13 -08:00
model.vert Normal map support almost there. 2013-10-29 22:13:00 -07:00
model_normal_map.frag Don't add the specular alpha in the model fragment shaders. 2014-01-27 17:44:13 -08:00
model_normal_map.vert Normal map support almost there. 2013-10-29 22:13:00 -07:00
occlusion_blur.frag Optimizations for occlusion blur (the main one being that we only need to 2013-08-20 11:52:43 -07:00
oculus.frag Moved Oculus code out of Application, started on using StereoConfig to get 2013-11-26 11:59:06 -08:00
passthrough.vert fix projection between shaders 2013-09-26 17:03:50 -07:00
perlin_modulate.frag fix voxel texture to work better with larger TREE_SCALE 2014-02-12 18:00:09 -08:00
perlin_modulate.vert Better names for the shaders. 2013-05-16 13:08:21 -07:00
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
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 Added simple additive/blur-with-persist glow modes, means to cycle through 2013-08-14 14:14:47 -07:00
vertical_blur_add.frag Added simple additive/blur-with-persist glow modes, means to cycle through 2013-08-14 14:14:47 -07:00
voxel.geom added normals to voxel shader 2013-09-27 13:26:58 -07:00