Torque3D/Engine/source/shaderGen/GLSL
2017-04-11 00:23:14 -05:00
..
accuFeatureGLSL.cpp The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 2016-02-16 02:50:49 -06:00
accuFeatureGLSL.h cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 2014-12-21 14:07:42 -06:00
bumpGLSL.cpp Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 2017-04-11 00:23:14 -05:00
bumpGLSL.h Update GLSL Shadergen. Not used on DX9. 2014-04-17 18:39:13 +02:00
depthGLSL.cpp Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 2017-04-11 00:23:14 -05:00
depthGLSL.h Update GLSL Shadergen. Not used on DX9. 2014-04-17 18:39:13 +02:00
paraboloidGLSL.cpp Update GLSL Shadergen. Not used on DX9. 2014-04-17 18:39:13 +02:00
paraboloidGLSL.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
pixSpecularGLSL.cpp Initial implementation of the new Base Game Template and some starting modules. 2017-02-24 02:40:56 -06:00
pixSpecularGLSL.h make override processVert on SpecularMap feature 2014-12-19 12:24:03 +01:00
shaderCompGLSL.cpp Add a workaround for the 16 vertex attribute limit on nvidia gl 2016-08-21 01:43:30 +01:00
shaderCompGLSL.h Fixes for dedicated build on linux. 2014-05-30 12:35:39 +02:00
shaderFeatureGLSL.cpp Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 2017-04-11 00:23:14 -05:00
shaderFeatureGLSL.h Hardware Skinning Support 2016-08-21 01:43:30 +01:00
shaderGenGLSL.cpp Initial implementation of the new Base Game Template and some starting modules. 2017-02-24 02:40:56 -06:00
shaderGenGLSL.h engine: 2016-02-16 02:23:23 -06:00
shaderGenGLSLInit.cpp Hardware Skinning Support 2016-08-21 01:43:30 +01:00