1
0
forked from 0ad/0ad
0ad/binaries/data/mods/public/shaders/glsl
2012-08-12 14:50:56 +00:00
..
gui_add.fs Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_add.vs Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_add.xml Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_basic.fs Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_basic.vs Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_basic.xml Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_grayscale.fs Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_grayscale.vs Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_grayscale.xml Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_solid.fs Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_solid.vs Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_solid.xml Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_text.fs Enough GLES compatibility to reach the menu screen 2012-02-13 20:53:24 +00:00
gui_text.vs GLSL text support 2012-02-15 21:53:13 +00:00
gui_text.xml GLSL text support 2012-02-15 21:53:13 +00:00
los_interp.fs smooth LOS 2012-08-06 22:38:42 +00:00
los_interp.vs smooth LOS 2012-08-06 22:38:42 +00:00
los_interp.xml smooth LOS 2012-08-06 22:38:42 +00:00
model_common.fs Use a linear interpolation to find the point where the parallax ray intersects the surface more accurately. 2012-08-12 14:50:56 +00:00
model_common.vs ao/parallax/normal/specular/emissive mapping; windy trees; time manager; render queries; conditional defines 2012-08-06 19:10:47 +00:00
model_common.xml ao/parallax/normal/specular/emissive mapping; windy trees; time manager; render queries; conditional defines 2012-08-06 19:10:47 +00:00
model_solid_player.xml Experimental GPU skinning. 2012-04-12 15:43:59 +00:00
model_solid_tex.xml Experimental GPU skinning. 2012-04-12 15:43:59 +00:00
model_solid.xml Experimental GPU skinning. 2012-04-12 15:43:59 +00:00
particle_solid.xml GLES compatibility for particles and shadows. 2012-03-19 21:10:14 +00:00
particle.fs GLES compatibility for particles and shadows. 2012-03-19 21:10:14 +00:00
particle.vs Bugfix- changed GLSL particle shader to use modelview matrix instead of modelviewprojection 2012-08-10 21:40:50 +00:00
particle.xml GLES compatibility for particles and shadows. 2012-03-19 21:10:14 +00:00
solid_player.fs Improve Android compatibility. 2012-02-25 17:29:27 +00:00
solid_tex.fs Do alpha-testing earlier in ARB shaders, for performance. 2012-04-10 21:08:54 +00:00
solid.fs Improve Android compatibility. 2012-02-25 17:29:27 +00:00
terrain_base.xml Terrain/decal materials (includes triplanar/normal/specular/emissive mapping); custom alphamaps 2012-08-07 18:21:16 +00:00
terrain_blend.xml Improve Android compatibility. 2012-02-25 17:29:27 +00:00
terrain_common.fs Terrain/decal materials (includes triplanar/normal/specular/emissive mapping); custom alphamaps 2012-08-07 18:21:16 +00:00
terrain_common.vs Terrain/decal materials (includes triplanar/normal/specular/emissive mapping); custom alphamaps 2012-08-07 18:21:16 +00:00
terrain_decal.xml Improve Android compatibility. 2012-02-25 17:29:27 +00:00
water_high.fs Move shaders into appropriate subdirectories. 2012-04-03 19:45:58 +00:00
water_high.vs Move shaders into appropriate subdirectories. 2012-04-03 19:45:58 +00:00
water_high.xml Move shaders into appropriate subdirectories. 2012-04-03 19:45:58 +00:00