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[xonotic/darkplaces.git] / shader_glsl.h
2020-12-21 cloudwalkshader_glsl: Don't use the r_colorfringe codepath if...
2020-12-16 cloudwalkRevert "shader_glsl: Don't apply the fringe effect...
2020-12-16 cloudwalkshader_glsl: Don't apply the fringe effect if it's...
2020-05-26 havocAdded lightgrid texture based lighting in q3bsp maps...
2020-05-18 cloudwalkImplement chromatic aberration, configurable with r_col...
2020-01-09 havocCorrected names in credits to be more accurate and...
2019-02-04 divverentRemove code for r_fakelight.
2018-04-09 havocRefactored R_UpdateEntityLighting to CL_UpdateEntitySha...
2017-08-30 havocFix GLSL shader to only specify invariant gl_Position...
2017-08-06 havocUse the invariant keyword on gl_Position on GLSL 1...
2016-09-11 havocOverhauled shadowmap rendering to use an atlas texture...
2014-10-04 divverentImplement GPU-side corona fading
2014-04-09 havocpatch from graphitemaster that changes r_fxaa use of...
2014-04-05 divverentProperly make the blur conditional on non empty uservec...
2013-11-30 havocPatch from graphitemaster adding r_fxaa cvar, this...
2013-05-08 divverentorder postprocess code properly (so blur does not cance...
2013-04-01 eihrulmove extension enables to the top of the shader to...
2013-04-01 eihrulenable UBO extension for skeletal
2013-02-28 havocimplemented use of GL_ARB_uniform_buffer_object for...
2013-02-07 havocchanged format of builtin shader strings to use comma...
2013-01-20 divverentFix typos in GPU skeletal; explain the crossproduct...
2013-01-16 havocimplemented gpu-skinning (vertex shader skeletal animat...
2012-12-08 eihruladditional high quality shadowmap filter that uses...
2012-12-01 eihrulfaster shadowmap sampler filter
2012-05-20 eihrulslightly cheaper linear PCF sequence
2012-05-19 eihruluse texture gather emulation for the shadowmap sampler...
2012-05-05 havocredesigned r_celoutlines shader code to be a shadowing...
2012-03-10 divverentallow MATERIALFLAG_CAMERA to fade out
2012-02-15 havocadded r_celshading cvar and GLSL shader code
2012-01-15 divverentoffsetmapping LOD: at least 3 steps!
2012-01-15 divverentfix scale issue with offsetmapping LOD due to calculate...
2011-12-15 divverentr_water, MODE_REFRACTION: support alphaGen vertex for...
2011-12-13 divverentsupport alphaGen vertex
2011-11-30 havocfix GLSL compile errors caused by use of * 64 rather...
2011-10-31 havocadded R_LoadTextureRenderbuffer for creating renderbuff...
2011-10-27 havocadded USEREFLECTCUBE case to MODE_GENERIC, this disable...
2011-09-13 eihrulslightly better non-VSDCT shadowmap code
2011-09-13 eihrulabstracted texture2DOffset usage to work around GLSL...
2011-09-12 eihrulslightly faster non-VSDCT GetShadowMapTC2D variant
2011-09-11 eihrulfix fix for shadow sampler sampling
2011-09-11 eihrulfix sampling of shadow2D results
2011-09-01 divverentchange how offsetmapping bias works for less artifacts...
2011-08-29 vortexOffsetmapping: new "Bias" parameter that sets a custom...
2011-08-29 divverentgloss: exact specular math has min gloss exponent 4...
2011-08-29 divverentmake sure another way it never calculates 0^0
2011-08-29 divverentmake sure gloss never calculates 0^0
2011-08-24 divverentwho's inserting CRLFs all the time
2011-08-23 vortexExperimental r_glsl_offsetmapping_lod cvar which applie...
2011-08-16 havocfix GLSL shader error with directional bouncegrid and fog
2011-08-07 havocadded cast_half, cast_half2, cast_half3, cast_half4...
2011-08-03 havocfix a pile of issues with calling conventions on GLES2...
2011-08-02 divverentfix line feeds
2011-07-31 vortexr_glsl_deluxemapping 2 support for vertexlit surfaces...
2011-07-24 vortexFix gl_texturecompression_sprites to check for gl_textu...
2011-06-05 divverentfix r_trippy compile with DRI/Mesa
2011-05-29 havocadded r_trippy cvar
2011-04-27 divverentuse highp by default
2011-04-27 divverentdo NOT use mediump explicitly for GLSL130 because this...
2011-04-27 divverentin glsl130, add "precision mediump float"
2011-04-19 havocfix a comment about ftransform
2011-04-13 divverentfix a typo causing moire with offsetmapping
2011-04-13 divverentnew cvar: r_glsl_offsetmapping_reliefmapping_refinestep...
2011-04-09 havocredesigned r_shadow_bouncegrid_static_directionalshadin...
2011-03-30 divverenta fix for dpsoftrast refractions by eihrul
2011-03-30 divverentstart implementing REFRACTION
2011-03-29 havocr_shadow_deferred now checks for r_shadow_gloss 0 and...
2011-03-26 divverentlast commit was a bad fix - fix it correctly, preventin...
2011-03-26 divverentfix a compile error in refractions
2011-03-25 divverentfix another dp_shadow2D call
2011-03-25 havocfix some GLSL warnings
2011-03-23 divverentwe need one more glsl 130 compat ifdef...
2011-03-22 vortexGLSL shader: make dp_waterscroll work with dp_reflect...
2011-03-19 divverentfix a syntax error in the non-glsl13 case
2011-03-19 divverentremove CRLFs added by last commit
2011-03-19 vortexAdd "Both Alphas" technique for VertexTextureBlend...
2011-03-19 divverentdefine GLSL version explicitly to work around a problem...
2011-03-19 divverentfix a possible glsl compile error (no idea why it didn...
2011-03-17 havocfixes for GLSL syntax errors in the deferred geometry...
2011-03-14 havocadded r_shadow_bouncegrid_directionalshading cvar,...
2011-03-13 divverentadd cvars r_glsl_offsetmapping_steps and r_glsl_offsetm...
2011-03-13 divverenthuge glsl change: avoid #defining reserved keywords
2011-03-13 divverentfix some warnings in the shader
2011-03-13 divverentbetter support non-GLSL130 in offsetmapping
2011-03-13 havocreduced number of varying variables required in a certa...
2011-03-12 divverentfix offset/reliefmapping by using the proper miplevel...
2011-03-12 havocreduce number of varying variables required in shaders...
2011-03-06 divverentadd a hack to support fog on premultiplied alpha surfac...
2011-03-05 havocmove glsl/default.glsl embedded file out to its own...