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