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The server software used for the Der Bunker Tremulous servers.
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lightall_fp.glsl
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2015-03-17
OpenGL2: Bit more parallax optimization.
SmileTheory
2015-03-17
OpenGL2: Add support for parallax occlusion mapping.
SmileTheory
2015-03-17
fixed formatting of a few GLSL float constants remove unneeded version ↵
Anthony Pesch
number from texturecolor shader call GLSL_VertexAttribPointers after attribute arrays have been enabled
2014-06-17
OpenGL2: Remove sRGB support, replace with gamma cvars.
SmileTheory
2014-06-17
OpenGL2: Parallax corrected cubemap (cheaper trick)
SmileTheory
2014-06-17
OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars.
SmileTheory
2014-06-17
OpenGL2: Minor GLSL shader improvements.
SmileTheory
2014-06-17
OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps.
SmileTheory
2014-06-17
OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
SmileTheory
2014-06-17
OpenGL2: Some small shader optimizations.
SmileTheory
2014-06-17
OpenGL2: Revisit fragment tangent space calculation, and remove tangent ↵
SmileTheory
space lighting.
2014-06-17
OpenGL2: Reduce glsl shader count by using a uniform to disable textures.
SmileTheory
2014-06-17
OpenGL2: Remove AGEN_FRESNEL(superceded by cubemap patch), and some small ↵
SmileTheory
fixes and optimizations.
2014-06-17
OpenGL2: reduce varying usage in lightall shader.
SmileTheory
2014-06-17
OpenGL2: Some shader cleanup
SmileTheory
2014-06-17
OpenGL2: Use RGBM instead of RGBE encoding for lightmaps.
SmileTheory
2014-06-17
#5979: Cubemap support for opengl2.
SmileTheory
2013-05-03
Use specular texture RGB as specular reflectance, multiplied by per-material ↵
SmileTheory
value.
2013-05-03
Add sunlight/lightmap merging by multiply (r_sunlightMode 1) Merge additive ↵
SmileTheory
sunlight and map lighting into one GLSL shader (r_sunlightMode 2) Change single lightmap blends to use lightall
2013-02-16
renderer -> renderergl1, rend2 -> renderergl2
Tim Angus