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alpha.glsl
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Disable coverage adjustment for blended objects
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2021-07-04 23:29:22 +01:00 |
CMakeLists.txt
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
debug_fragment.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
debug_vertex.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
depth.glsl
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enable shaders path and dehardcode depth formats
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2021-08-04 17:39:11 -07:00 |
groundcover_fragment.glsl
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clamp vertex lighting in fragment shader properly
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2022-04-28 20:02:13 -07:00 |
groundcover_vertex.glsl
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Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
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2022-04-29 17:35:24 +02:00 |
gui_fragment.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
gui_vertex.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
lighting_util.glsl
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lighting.glsl
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remove object shader path
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2021-10-25 10:23:16 -07:00 |
nv_default_fragment.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
nv_default_vertex.glsl
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Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
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2022-04-29 17:35:24 +02:00 |
nv_nolighting_fragment.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
nv_nolighting_vertex.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
objects_fragment.glsl
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clamp vertex lighting in fragment shader properly
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2022-04-28 20:02:13 -07:00 |
objects_vertex.glsl
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Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
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2022-04-29 17:35:24 +02:00 |
openmw_fragment_multiview.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
openmw_fragment.glsl
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mono-only version of the shader linking system introduced in the stereo MR
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2022-04-26 19:54:24 +02:00 |
openmw_fragment.h.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
openmw_vertex_multiview.glsl
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Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
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2022-04-29 17:35:24 +02:00 |
openmw_vertex.glsl
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Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
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2022-04-29 17:35:24 +02:00 |
openmw_vertex.h.glsl
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Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
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2022-04-29 17:35:24 +02:00 |
parallax.glsl
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s360_fragment.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
s360_vertex.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
shadowcasting_fragment.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
shadowcasting_vertex.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
shadows_fragment.glsl
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shadows_vertex.glsl
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sky_fragment.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |
sky_vertex.glsl
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Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
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2022-04-29 17:35:24 +02:00 |
skypasses.glsl
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introduce sky shaders
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2021-10-23 17:53:38 -07:00 |
softparticles.glsl
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soft particles
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2021-10-30 12:19:31 -07:00 |
terrain_fragment.glsl
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clamp vertex lighting in fragment shader properly
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2022-04-28 20:02:13 -07:00 |
terrain_vertex.glsl
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Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
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2022-04-29 17:35:24 +02:00 |
vertexcolors.glsl
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water_fragment.glsl
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Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
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2022-04-29 17:35:24 +02:00 |
water_nm.png
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water_vertex.glsl
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multiview linker-method
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2022-04-28 21:09:06 +02:00 |