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the basic articulable principle is the thicker and less translucent a given object is, the more it mimics standard solid objects. the more transparent, the less light bounces back since it continues on uninterrupted, casuing less backscatter. |
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| .. | ||
| accuFeatureGLSL.cpp | ||
| accuFeatureGLSL.h | ||
| bumpGLSL.cpp | ||
| bumpGLSL.h | ||
| customFeatureGLSL.cpp | ||
| customFeatureGLSL.h | ||
| debugVizFeatureGLSL.cpp | ||
| debugVizFeatureGLSL.h | ||
| depthGLSL.cpp | ||
| depthGLSL.h | ||
| paraboloidGLSL.cpp | ||
| paraboloidGLSL.h | ||
| shaderCompGLSL.cpp | ||
| shaderCompGLSL.h | ||
| shaderFeatureGLSL.cpp | ||
| shaderFeatureGLSL.h | ||
| shaderGenGLSL.cpp | ||
| shaderGenGLSL.h | ||
| shaderGenGLSLInit.cpp | ||