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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-08 09:37:53 +00:00
OpenMW/files/shaders
Bo Svensson 4b1c009ffd
use StateSet define for translucentFramebuffer (#3138)
With this PR we test out osg's shader define system for a somewhat harmless feature. As we can see, our code becomes more concise and efficient in this case. Most importantly, we no longer create unneeded vertex shader objects.
2021-10-05 14:37:08 +02:00
..
alpha.glsl Disable coverage adjustment for blended objects 2021-07-04 23:29:22 +01:00
CMakeLists.txt enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
debug_fragment.glsl refactor and fix wobbly shores 2021-08-04 17:49:57 -07:00
debug_vertex.glsl add missing centroid to debug vertex shaders 2021-08-07 18:04:11 -07:00
depth.glsl enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
groundcover_fragment.glsl Clamp vertex lighting before interpolation 2021-04-22 16:53:37 -07:00
groundcover_vertex.glsl enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
gui_fragment.glsl add shader path for mygui (#6162) 2021-07-22 15:55:30 -07:00
gui_vertex.glsl add shader path for mygui (#6162) 2021-07-22 15:55:30 -07:00
lighting_util.glsl Clamp vertex lighting before interpolation 2021-04-22 16:53:37 -07:00
lighting.glsl Code review fixes, remove implicit GLSL casts 2021-04-13 11:09:54 -07:00
nv_default_fragment.glsl use StateSet define for translucentFramebuffer (#3138) 2021-10-05 14:37:08 +02:00
nv_default_vertex.glsl enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
nv_nolighting_fragment.glsl use StateSet define for translucentFramebuffer (#3138) 2021-10-05 14:37:08 +02:00
nv_nolighting_vertex.glsl enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
objects_fragment.glsl use StateSet define for translucentFramebuffer (#3138) 2021-10-05 14:37:08 +02:00
objects_vertex.glsl enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
parallax.glsl
s360_fragment.glsl
s360_vertex.glsl
shadowcasting_fragment.glsl
shadowcasting_vertex.glsl
shadows_fragment.glsl
shadows_vertex.glsl
terrain_fragment.glsl Clamp vertex lighting before interpolation 2021-04-22 16:53:37 -07:00
terrain_vertex.glsl enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
vertexcolors.glsl
water_fragment.glsl refactor and fix wobbly shores 2021-08-04 17:49:57 -07:00
water_nm.png
water_vertex.glsl enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00