index
:
I Like Trains
main
terrain-for-networks
The I Like Trains game
Dan Goodliffe
summary
refs
log
tree
commit
diff
log msg
author
committer
range
path:
root
/
gfx
/
gl
/
shaders
Commit message (
Expand
)
Author
Age
*
Pop and complete instanced shadow support
Dan Goodliffe
2023-04-26
*
Fix location of model matrix in vertex shader
Dan Goodliffe
2023-04-18
*
Fix up the way spotlight shader works
Dan Goodliffe
2023-04-17
*
Add the dynamicPoint shader for instancing
Dan Goodliffe
2023-04-15
*
Rename lots of shader files
Dan Goodliffe
2023-04-15
*
Handle different mapmodes in basic shader
Dan Goodliffe
2023-04-14
*
Rename clear to opaque as its 1 for solid
Dan Goodliffe
2023-04-13
*
Adjust gl_FragDepth according to texel opacity
Dan Goodliffe
2023-04-13
*
Update shaders to use material to conditionally lookup sub-texture in the atlas
Dan Goodliffe
2023-04-13
*
Fix submitting of integer values via vertex arrays
Dan Goodliffe
2023-04-13
*
Move the vertex/fragment shader interface for materials into an include
Dan Goodliffe
2023-04-11
*
Move lots of common glsl interface to include files
Dan Goodliffe
2023-04-11
*
Basic fragment ahader should use final colour to determine clear flag
Dan Goodliffe
2023-03-14
*
Support for model colours mixed with textures
Dan Goodliffe
2023-02-24
*
Add rendering support for spot lights
Dan Goodliffe
2023-01-05
*
Generate 4 bands of shadow maps
Dan Goodliffe
2022-12-28
*
Initial support for multiple shadow maps in the same texture
Dan Goodliffe
2022-12-28
*
First cut of view scope shadow mapper view
Dan Goodliffe
2022-12-18
*
Tidy up
Dan Goodliffe
2022-12-06
*
Do not unilluminate the back of objects
Dan Goodliffe
2022-12-04
*
Generate and use a shadow map
Dan Goodliffe
2022-12-04
*
Fixed point shadow shader doesn't need normal/texture data
Dan Goodliffe
2022-12-04
*
Don't actually need to define an empty fragment shader
Dan Goodliffe
2022-12-04
*
Initial commit of the shadow map generator and shadows render interface
Dan Goodliffe
2022-12-03
*
Check error state during setup, set OpenGL version to 3.3 core
Dan Goodliffe
2022-12-03
*
Change pointlight render area definition to a cube
Dan Goodliffe
2022-11-27
*
Add rendering support for point lights
Dan Goodliffe
2022-11-23
*
Separate out the illumation of the scene
Dan Goodliffe
2022-11-23
*
Tidied Scene Renderer
Dan Goodliffe
2022-11-01
*
Switch to a deferred lighting based render pipeline
Dan Goodliffe
2022-11-01
*
Set v330 core on world shaders
Dan Goodliffe
2022-10-30
*
First iteration with font/text support
Dan Goodliffe
2022-01-01
*
Introduce the UI shader
Dan Goodliffe
2021-12-12
*
Add slope colouring to terrain shader
Dan Goodliffe
2021-11-25
*
Swap y,z axis
Dan Goodliffe
2021-11-16
*
dos2unix shader sources
Dan Goodliffe
2021-02-20
*
Remove spare bits from shaders and tidy up
Dan Goodliffe
2021-02-20
*
Custom land and water shaders
Dan Goodliffe
2021-02-20
*
Add support for directional light color and an ambient color
Dan Goodliffe
2021-02-18
*
Update glsl version and interface
Dan Goodliffe
2021-02-12
*
Fix issue with normal affecting transparency
Dan Goodliffe
2021-02-12
*
Remove the weird view/model/camera connectedness
Dan Goodliffe
2021-01-24
*
Big reshuffle
Dan Goodliffe
2021-01-17