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