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antialias
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
fluid-frag
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
include
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
test
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Move shaders, start asset reloading system
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2019-08-15 23:56:12 -04:00 |
clouds-frag.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
clouds-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
figure-frag.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
figure-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
fluid-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
light-shadows-directed-frag.glsl
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(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
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2020-08-20 20:34:59 +02:00 |
light-shadows-directed-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
light-shadows-figure-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
light-shadows-frag.glsl
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(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
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2020-08-20 20:34:59 +02:00 |
light-shadows-geom.glsl
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Clouds
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2020-10-21 21:05:25 +00:00 |
light-shadows-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
lod-terrain-frag.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
lod-terrain-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
particle-frag.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
particle-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
player-shadow-frag.glsl
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Fixed wall leaking with dynamic light ambiance
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2021-03-07 14:25:01 +00:00 |
postprocess-frag.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
postprocess-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
skybox-frag.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
skybox-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
sprite-frag.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
sprite-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
terrain-frag.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
terrain-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
ui-frag.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |
ui-vert.glsl
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Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
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2021-05-30 11:49:40 -04:00 |