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path: root/gfx/gl/shaders
Commit message (Expand)AuthorAge
* Offset shaded position to reduce chance of self-shadowingDan Goodliffe2024-08-18
* Fix texture usage via materials in shadowsDan Goodliffe2024-08-10
* Pull material detail function into a common fileDan Goodliffe2024-08-10
* Pull material lookup functions into a common fileDan Goodliffe2024-08-10
* Simplify in/out in materialInterfaceDan Goodliffe2024-08-10
* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
* Fix water texture wrapper in light of large position valuesDan Goodliffe2024-04-07
* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
* Adjust light view projection matrix upfrontDan Goodliffe2024-01-30
* Remove the complications from previously storing several shadow maps in the t...Dan Goodliffe2024-01-30
* Geometry shader for single pass shadow mapsDan Goodliffe2024-01-28
* Fix network population of position in gBufferDan Goodliffe2024-01-23
* Bind the network profile in as uniformsDan Goodliffe2024-01-22
* Dynamic number of segments into curve renderDan Goodliffe2024-01-21
* Use symbol GL_MAX_GEOMETRY_OUTPUT_VERTICES to lookup the implementation limit...Dan Goodliffe2024-01-21
* Pass curve link radius, no recalculate, its constantDan Goodliffe2024-01-20
* Implement basic network curve part shaderDan Goodliffe2024-01-20
* Common code between straight/curve network geometry shadersDan Goodliffe2024-01-20
* Implement complete network straight part shaderDan Goodliffe2024-01-20
* Render rail network using new shadersDan Goodliffe2024-01-20
* We only need 3x3 matrix for model rotation specDan Goodliffe2024-01-13
* Update point light shaders for instancingDan Goodliffe2024-01-13
* Fix order or multiple to address reversed rotationDan Goodliffe2024-01-12
* Full implementation passing through light defs from vertex dataDan Goodliffe2024-01-11
* Initial commit with working light instancingDan Goodliffe2024-01-10
* Simplify and 'fix' the wave cycleDan Goodliffe2024-01-01
* Run shadow mapper in camera relative spaceDan Goodliffe2023-12-17
* Fix output of position data to include model positionDan Goodliffe2023-12-17
* Use 32bit integer texture for position render dataDan Goodliffe2023-12-17
* Shader viewPoint now an integerDan Goodliffe2023-12-03
* Model positions as integersDan Goodliffe2023-11-25
* Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
* Send position and rotation matrix to GPU separatelyDan Goodliffe2023-11-13
* Lookup material details once in the vertex shaderDan Goodliffe2023-04-27
* Point shaders (shadows) can all share the same implementation now in a single...Dan Goodliffe2023-04-26
* Point shaders can all share the same implementation now in a single placeDan Goodliffe2023-04-26
* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
* Fix location of model matrix in vertex shaderDan Goodliffe2023-04-18
* Fix up the way spotlight shader worksDan Goodliffe2023-04-17
* Add the dynamicPoint shader for instancingDan Goodliffe2023-04-15
* Rename lots of shader filesDan Goodliffe2023-04-15
* Handle different mapmodes in basic shaderDan Goodliffe2023-04-14
* Rename clear to opaque as its 1 for solidDan Goodliffe2023-04-13
* Adjust gl_FragDepth according to texel opacityDan Goodliffe2023-04-13
* Update shaders to use material to conditionally lookup sub-texture in the atlasDan Goodliffe2023-04-13
* Fix submitting of integer values via vertex arraysDan Goodliffe2023-04-13
* Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
* Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
* Basic fragment ahader should use final colour to determine clear flagDan Goodliffe2023-03-14