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binding_fixed.glsl
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Hook up some more PBR stuff
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2024-10-03 02:37:08 +02:00 |
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binding_rsbuffers.glsl
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switch from uniform to shader keys
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2024-10-09 04:44:51 +02:00 |
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binding_textures.glsl
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Use constants as bad boys and girls seem to be shadowing the global variables :p
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2024-02-19 13:14:53 +01:00 |
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bones.glsl
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Merge SurfaceVertex with FFlatVertex and draw the lightmaps
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2023-12-26 04:30:54 +01:00 |
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comp_lighttiles.glsl
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Use the dynamic lights from the level mesh in the light tiles shader
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2024-09-16 18:06:21 +02:00 |
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desaturate.glsl
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Add support for using #include in glsl files and improve glsl compile errors
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2023-03-22 00:06:13 +01:00 |
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fogball.glsl
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Convert fogball calculations from sRGB to linear
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2024-01-11 01:33:36 +08:00 |
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frag_burn.glsl
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Fix shader build errors and remove support for old deprecated shader types
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2023-03-24 03:34:24 +01:00 |
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frag_fogboundary.glsl
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Remove unused uniforms and restrict push constants to only control offsets into buffers
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2023-04-24 22:10:17 +02:00 |
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frag_main.glsl
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Reapplication of 992e01de05 (Apple-GLSL fix for the dither shader)
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2024-10-16 02:33:21 +08:00 |
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frag_portal.glsl
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Implement line portals and improve sky handling
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2023-12-26 04:31:00 +01:00 |
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frag_stencil.glsl
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Fix shader build errors and remove support for old deprecated shader types
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2023-03-24 03:34:24 +01:00 |
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frag_zminmax0.glsl
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Fix zminmax not being linear depth
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2024-09-16 01:45:44 +02:00 |
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frag_zminmax1.glsl
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Fix zminmax not being linear depth
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2024-09-16 01:45:44 +02:00 |
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grayscale.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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includes.glsl
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Only add the lightmode actually being used into the shader
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2023-04-19 02:28:32 +02:00 |
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layout_frag.glsl
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Add support for textureLod
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2024-09-13 19:49:10 +02:00 |
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layout_shared.glsl
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Hook up some more PBR stuff
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2024-10-03 02:37:08 +02:00 |
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layout_vert.glsl
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Create different buffer for uniform indexes that works for the vertex shader
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2023-12-26 04:30:55 +01:00 |
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light_shadow.glsl
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Bias the trace end point to reduce shadow acne
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2024-08-26 02:59:03 +02:00 |
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light_spot.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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lightmode.glsl
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Add code collecting fogballs from the visible scene
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2023-12-11 11:34:14 +01:00 |
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lightmode_build.glsl
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Only add the lightmode actually being used into the shader
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2023-04-19 02:28:32 +02:00 |
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lightmode_default.glsl
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Only add the lightmode actually being used into the shader
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2023-04-19 02:28:32 +02:00 |
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lightmode_software.glsl
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Only add the lightmode actually being used into the shader
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2023-04-19 02:28:32 +02:00 |
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lightmode_vanilla.glsl
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Only add the lightmode actually being used into the shader
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2023-04-19 02:28:32 +02:00 |
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lightmodel_nolights.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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lightmodel_normal.glsl
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change light strength to light linearity 0.0 = inverse square, 1.0 = linear
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2024-10-11 11:43:09 +02:00 |
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lightmodel_pbr.glsl
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change light strength to light linearity 0.0 = inverse square, 1.0 = linear
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2024-10-11 11:43:09 +02:00 |
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lightmodel_shared.glsl
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change light strength to light linearity 0.0 = inverse square, 1.0 = linear
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2024-10-11 11:43:09 +02:00 |
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lightmodel_specular.glsl
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change light strength to light linearity 0.0 = inverse square, 1.0 = linear
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2024-10-11 11:43:09 +02:00 |
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mateffect_default.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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mateffect_warp1.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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mateffect_warp2.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material.glsl
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Fix misc shader related issues
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2023-04-06 19:36:58 +02:00 |
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material_default.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_fuzz_jagged.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_fuzz_noise.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_fuzz_smooth.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_fuzz_smoothnoise.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_fuzz_smoothtranslucent.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_fuzz_software.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_fuzz_standard.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_fuzz_swirly.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_gettexel.glsl
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Fix misc shader related issues
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2023-04-06 19:36:58 +02:00 |
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material_legacy_pmaterial.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_legacy_process.glsl
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Add support for using #include in glsl files and improve glsl compile errors
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2023-03-22 00:06:13 +01:00 |
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material_legacy_ptexel.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_normalmap.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_notexture.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_paletted.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_pbr.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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material_spec.glsl
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Begin refactor the shaders
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2023-03-19 07:18:12 +01:00 |
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vert_main.glsl
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Create different buffer for uniform indexes that works for the vertex shader
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2023-12-26 04:30:55 +01:00 |
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vert_zminmax.glsl
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Add shaders for light tiles
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2024-09-13 20:45:36 +02:00 |