protot/data/shaders
Martin Felis 0fd0b8409e Added 4th shadow split and exposed per-split shadow map bias 2018-07-21 17:15:21 +02:00
..
fs_blur_ssao.glsl Ported SSAO to deferred lighting 2018-06-22 17:31:53 +02:00
fs_default.glsl And after a great deal of slow debugging we have deferred blinn-phong. Yayso 2018-04-10 14:08:28 +02:00
fs_deferred_geometry.glsl And after a great deal of slow debugging we have deferred blinn-phong. Yayso 2018-04-10 14:08:28 +02:00
fs_deferred_lighting.glsl Added 4th shadow split and exposed per-split shadow map bias 2018-07-21 17:15:21 +02:00
fs_depthbuffer.glsl SSAO getting close (excited) 2018-04-05 12:39:30 +02:00
fs_shadowmap.frag Simple shadow mapping works - Yay 2018-03-15 11:54:00 +01:00
fs_simple.glsl Cleanup and improvement of shadow map quality 2018-03-15 23:00:53 +01:00
fs_simpletexture.glsl SSAO getting close (excited) 2018-04-05 12:39:30 +02:00
fs_ssao.glsl Added SSAOPower variable and exposed to GUI 2018-06-25 20:20:36 +02:00
vs_default.glsl using proper normals during the SSAO pass 2018-04-05 14:36:00 +02:00
vs_deferred_geometry.glsl And after a great deal of slow debugging we have deferred blinn-phong. Yayso 2018-04-10 14:08:28 +02:00
vs_passthrough.glsl SSAO getting close (excited) 2018-04-05 12:39:30 +02:00
vs_shadowmap.vert Rendering of cascaded shadow maps works 2018-07-06 21:29:49 +02:00
vs_simple.glsl Cleanup and improvement of shadow map quality 2018-03-15 23:00:53 +01:00