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CMakeLists.txt
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Implement instanced groundcover
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2021-01-26 22:29:41 +04:00 |
groundcover_fragment.glsl
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Remove dead code
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2021-01-26 22:29:41 +04:00 |
groundcover_vertex.glsl
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Take in account Z direction for stomping
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2021-01-26 22:29:41 +04:00 |
lighting.glsl
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Optimise groundcover lighting
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2021-02-09 21:56:21 +00:00 |
objects_fragment.glsl
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Use ShaderVisitor to skip translucent framebuffer specific stuff
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2021-01-20 23:37:19 +00:00 |
objects_vertex.glsl
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Clean up shader lighting
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2020-12-22 04:46:35 +03:00 |
parallax.glsl
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Flip the parallax offset Y component based on tangent parity (Bug #3440)
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2016-06-16 18:07:10 +02:00 |
s360_fragment.glsl
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Replace switch with ifs in shader
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2017-12-01 21:03:29 +01:00 |
s360_vertex.glsl
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get rid of sphericalscreenshot class
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2017-11-15 17:01:16 +01:00 |
shadowcasting_fragment.glsl
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Rely on existing alpha test for non-blended shadow casting
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2020-04-21 18:18:55 +01:00 |
shadowcasting_vertex.glsl
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Rely on existing alpha test for non-blended shadow casting
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2020-04-21 18:18:55 +01:00 |
shadows_fragment.glsl
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Add optional shadow map max distance and fading
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2019-11-02 18:06:39 +03:00 |
shadows_vertex.glsl
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Add normal-offset shadow mapping to remove shadow acne (flicker)
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2019-01-30 22:28:00 +00:00 |
terrain_fragment.glsl
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Clean up shader lighting
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2020-12-22 04:46:35 +03:00 |
terrain_vertex.glsl
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Clean up shader lighting
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2020-12-22 04:46:35 +03:00 |
vertexcolors.glsl
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Clean up shader lighting
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2020-12-22 04:46:35 +03:00 |
water_fragment.glsl
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documented that currently underwater shadows are mutually exclusive to refraction scale; to be fixed in follow up issue #5709; documentation fixes
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2020-12-02 23:03:10 +00:00 |
water_nm.png
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water_vertex.glsl
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Support for radial fog (feature #4708)
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2020-03-17 23:09:28 +04:00 |