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atmosphere.shader
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Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
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2013-05-07 17:38:24 +02:00 |
atmosphere.shaderset
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clouds.shader
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Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
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2013-05-07 17:38:24 +02:00 |
clouds.shaderset
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core.h
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Version should be 100 for GLSLES
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2013-05-25 05:40:35 +02:00 |
moon.shader
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Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
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2013-05-07 17:38:24 +02:00 |
moon.shaderset
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mygui.mat
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Added shader based MyGUI render manager to allow using Ogre's next generation render systems.
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2013-04-07 00:12:04 +02:00 |
mygui.shader
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Added shader based MyGUI render manager to allow using Ogre's next generation render systems.
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2013-04-07 00:12:04 +02:00 |
mygui.shaderset
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Added shader based MyGUI render manager to allow using Ogre's next generation render systems.
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2013-04-07 00:12:04 +02:00 |
objects.mat
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Add specular lighting for directional light to objects shader
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2013-12-03 16:07:07 +01:00 |
objects.shader
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Add specular mapping (uses alpha channel of diffuse texture)
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2013-12-03 18:41:45 +01:00 |
objects.shaderset
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Fixed DirectX HLSL shaders and re-enabled them in the gui
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2012-08-01 04:11:16 +02:00 |
openmw.configuration
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Simpler, more lightweight underwater effect, changed colors to match vanilla better
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2013-03-03 19:28:11 +01:00 |
quad.mat
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cleanup
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2013-02-18 02:33:53 +01:00 |
quad.shader
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quad.shaderset
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cleanup
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2013-02-18 02:33:53 +01:00 |
selection.mat
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Fix selection buffer (i.e. item selection on the inventory character preview) when object shaders were disabled
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2013-01-10 01:46:00 +01:00 |
selection.shader
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item selection working on the preview
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2012-09-14 14:34:18 +02:00 |
selection.shaderset
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item selection working on the preview
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2012-09-14 14:34:18 +02:00 |
shadowcaster.mat
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shadowcaster.shader
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Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM.
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2013-04-09 20:31:00 +02:00 |
shadowcaster.shaderset
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shadows.h
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tweaked depth bias
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2012-08-07 22:43:11 +02:00 |
sky.mat
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Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
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2013-05-07 17:38:24 +02:00 |
stars.shader
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Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
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2013-05-07 17:38:24 +02:00 |
stars.shaderset
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sun.shader
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Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
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2013-05-07 17:38:24 +02:00 |
sun.shaderset
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terrain.shader
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Fix a material issue, layers per pass wasn't entirely correct
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2013-08-21 17:26:11 +02:00 |
terrain.shaderset
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Fixed DirectX HLSL shaders and re-enabled them in the gui
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2012-08-01 04:11:16 +02:00 |
underwater.h
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Simpler, more lightweight underwater effect, changed colors to match vanilla better
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2013-03-03 19:28:11 +01:00 |
water.mat
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Shadow cast on water
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2013-03-20 18:34:54 +01:00 |
water.shader
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Fix the water being affected by fog on the map
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2013-08-27 16:45:51 +02:00 |
water.shaderset
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Fixed DirectX HLSL shaders and re-enabled them in the gui
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2012-08-01 04:11:16 +02:00 |
watersim_addimpulse.shader
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water ripples (experimental)
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2013-02-01 23:43:23 +01:00 |
watersim_common.h
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water ripples (experimental)
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2013-02-01 23:43:23 +01:00 |
watersim_heightmap.shader
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HLSL shader fix
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2013-03-16 14:36:37 +01:00 |
watersim_heighttonormal.shader
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HLSL shader fix
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2013-03-16 14:36:37 +01:00 |
watersim.mat
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water ripples (experimental)
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2013-02-01 23:43:23 +01:00 |
watersim.shaderset
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water ripples (experimental)
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2013-02-01 23:43:23 +01:00 |