vkdoom_m/src/gl/shaders
Christoph Oelckers ef3421eee5 - moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
..
gl_ambientshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_ambientshader.h Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
gl_bloomshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_bloomshader.h Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
gl_blurshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_blurshader.h Fix blur shader to use RenderScreenQuad 2016-08-14 09:05:50 +02:00
gl_colormapshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_colormapshader.h - draw the colormap blend after postprocessing, not before it. 2016-09-01 17:14:51 +02:00
gl_fxaashader.cpp Added FXAA post-processing 2016-10-03 00:15:45 +02:00
gl_fxaashader.h Added FXAA post-processing 2016-10-03 00:15:45 +02:00
gl_lensshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_lensshader.h Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero 2016-08-26 01:46:39 +02:00
gl_present3dRowshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_present3dRowshader.h Create "final" two non-VR 3D modes: Column-interleaved and checkerboard. 2016-10-09 13:05:50 -04:00
gl_presentshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_presentshader.h Added virtual destructor to FPresentShaderBase class 2017-01-06 10:40:51 +01:00
gl_shader.cpp - Added a check to allow shader storage buffers on GL 4.3 Intel drivers. It doesn't work if GLSL version is set to 4.0 and the feature activated via extension. 2017-03-11 20:14:18 +01:00
gl_shader.h - objectcolor stuff. 2017-01-28 19:06:21 +01:00
gl_shaderprogram.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_shaderprogram.h - removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.) 2016-09-01 11:52:52 +02:00
gl_shadowmapshader.cpp Add a shadowmap shader 2017-03-02 16:19:06 +01:00
gl_shadowmapshader.h Add a shadowmap shader 2017-03-02 16:19:06 +01:00
gl_texshader.cpp - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_texshader.h - moved dynamic lights out of the GL code into the common game code. 2017-03-12 19:57:06 +01:00
gl_tonemapshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_tonemapshader.h Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00