0ad/binaries/data/mods/public/shaders
Ykkrosh 97c934ad1c Apply unit shading colour in shader renderpath.
Don't adjust the shading colour of units in FoW (the shading comes from
the LOS texture instead).

This was SVN commit r9142.
2011-04-02 12:04:19 +00:00
..
globallight.vs Splitting Internal with Public 2008-09-18 04:38:42 +00:00
instancing_base.vs Splitting Internal with Public 2008-09-18 04:38:42 +00:00
instancing_light.vs Explicitly clamp gl_FrontColor, for llvmpipe compatibility 2011-03-18 16:55:51 +00:00
instancing_light.xml Splitting Internal with Public 2008-09-18 04:38:42 +00:00
instancing_lightp.vs Explicitly clamp gl_FrontColor, for llvmpipe compatibility 2011-03-18 16:55:51 +00:00
instancing_lightp.xml Splitting Internal with Public 2008-09-18 04:38:42 +00:00
instancing.vs Splitting Internal with Public 2008-09-18 04:38:42 +00:00
instancing.xml Splitting Internal with Public 2008-09-18 04:38:42 +00:00
instancingp.vs Splitting Internal with Public 2008-09-18 04:38:42 +00:00
instancingp.xml Splitting Internal with Public 2008-09-18 04:38:42 +00:00
model_common_instancing.xml Apply unit shading colour in shader renderpath. 2011-04-02 12:04:19 +00:00
model_common.fp Apply unit shading colour in shader renderpath. 2011-04-02 12:04:19 +00:00
model_common.vp # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
model_common.xml Apply unit shading colour in shader renderpath. 2011-04-02 12:04:19 +00:00
model_light.vs Explicitly clamp gl_FrontColor, for llvmpipe compatibility 2011-03-18 16:55:51 +00:00
model_light.xml Splitting Internal with Public 2008-09-18 04:38:42 +00:00
model_lightp.vs Explicitly clamp gl_FrontColor, for llvmpipe compatibility 2011-03-18 16:55:51 +00:00
model_lightp.xml Splitting Internal with Public 2008-09-18 04:38:42 +00:00
postouv1.vs Splitting Internal with Public 2008-09-18 04:38:42 +00:00
program.rng # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
solid_color.fp # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
solid_instancing.xml # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
solid_player_instancing.xml # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
solid_player.xml # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
solid_tex.fp # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
solid_tex.vp # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
solid_tex.xml # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
solid.fp # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
solid.vp # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
solid.xml # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
terrain_base.xml # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
terrain_blend.xml # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
terrain_common.fp Apply unit shading colour in shader renderpath. 2011-04-02 12:04:19 +00:00
terrain_common.vp # Add new renderer mode based on GL_ARB_fragment_program. 2011-03-26 20:17:21 +00:00
terrain_decal.xml Apply unit shading colour in shader renderpath. 2011-04-02 12:04:19 +00:00
water_high.fs # Rewrite fog-of-war rendering. 2011-02-03 01:12:24 +00:00
water_high.vs # Rewrite fog-of-war rendering. 2011-02-03 01:12:24 +00:00
water_high.xml Splitting Internal with Public 2008-09-18 04:38:42 +00:00