..
Implementation
Shaders: suffix all existing shaders with GL.
5 years ago
Test
Shaders: ability to disable Phong specular contribution.
5 years ago
CMakeLists.txt
Shaders: add UBO support to all shaders.
5 years ago
DistanceFieldVector.frag
Shaders: assume materialId is 0 if MATERIAL_COUNT is 1.
5 years ago
DistanceFieldVector.h
Shaders: assume materialId is 0 if MATERIAL_COUNT is 1.
5 years ago
DistanceFieldVectorGL.cpp
Shaders: assume drawOffset is 0 if DRAW_COUNT is 1.
5 years ago
DistanceFieldVectorGL.h
Shaders: assume drawOffset is 0 if DRAW_COUNT is 1.
5 years ago
Flat.frag
Shaders: assume materialId is 0 if MATERIAL_COUNT is 1.
5 years ago
Flat.h
Shaders: assume materialId is 0 if MATERIAL_COUNT is 1.
5 years ago
Flat.vert
Shaders: ANGLE, for fucks sake!
5 years ago
FlatGL.cpp
Shaders: assume drawOffset is 0 if DRAW_COUNT is 1.
5 years ago
FlatGL.h
Shaders: assume drawOffset is 0 if DRAW_COUNT is 1.
5 years ago
FullScreenTriangle.glsl
Shaders: group things together also in GLSL sources.
5 years ago
Generic.h
Shaders: support array textures in Flat and Phong.
5 years ago
GenericGL.h
Shaders: add a generic texture layer attribute and UBO definition.
5 years ago
MeshVisualizer.frag
Shaders: ANGLE, for fucks sake!
5 years ago
MeshVisualizer.geom
Shaders: ANGLE, for fucks sake!
5 years ago
MeshVisualizer.h
Shaders: assume materialId is 0 if MATERIAL_COUNT is 1.
5 years ago
MeshVisualizer.vert
Shaders: ANGLE, for fucks sake!
5 years ago
MeshVisualizerGL.cpp
Shaders: assume drawOffset is 0 if DRAW_COUNT is 1.
5 years ago
MeshVisualizerGL.h
Shaders: assume drawOffset is 0 if DRAW_COUNT is 1.
5 years ago
Phong.frag
Shaders: ability to disable Phong specular contribution.
5 years ago
Phong.h
Shaders: ability to disable Phong specular contribution.
5 years ago
Phong.vert
Shaders: calculate Phong light directions in the fragment shader.
5 years ago
PhongGL.cpp
Shaders: ability to disable Phong specular contribution.
5 years ago
PhongGL.h
Shaders: ability to disable Phong specular contribution.
5 years ago
Shaders.h
Shaders: remove the AbstractVector base.
5 years ago
Vector.frag
Shaders: assume materialId is 0 if MATERIAL_COUNT is 1.
5 years ago
Vector.h
Shaders: assume materialId is 0 if MATERIAL_COUNT is 1.
5 years ago
Vector.vert
Shaders: ANGLE, for fucks sake!
5 years ago
VectorGL.cpp
Shaders: assume drawOffset is 0 if DRAW_COUNT is 1.
5 years ago
VectorGL.h
Shaders: assume drawOffset is 0 if DRAW_COUNT is 1.
5 years ago
VertexColor.frag
Shaders: group things together also in GLSL sources.
5 years ago
VertexColor.h
Shaders: suffix all existing shaders with GL.
5 years ago
VertexColor.vert
Shaders: ANGLE, for fucks sake!
5 years ago
VertexColorGL.cpp
Shaders: assume drawOffset is 0 if DRAW_COUNT is 1.
5 years ago
VertexColorGL.h
Shaders: assume drawOffset is 0 if DRAW_COUNT is 1.
5 years ago
compatibility.glsl
Shaders: EXPLICIT_TEXTURE_LAYER is very misleading.
5 years ago
generic.glsl
Shaders: support array textures in Flat and Phong.
5 years ago
resources-gl.conf
Shaders: remove the AbstractVector base.
5 years ago
visibility.h
Updated copyright year.
5 years ago