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e02d074a855c7dc37db2d98c44f8b980c6e76bb9
SingularityViewer
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indra
/
newview
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app_settings
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shaders
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class1
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lighting
History
Shyotl
cd85afc9a5
Quick workaround to fix issue with simple geom not rendering in deferred 'underwater' pass.
2014-07-21 20:28:23 -05:00
..
lightAlphaMaskF.glsl
Try mask-based object shader configuration, instead of a bazillion hard-coded shader globals. Should be a bit more consistent. (non-deferred only, for now)
2014-05-14 03:30:02 -05:00
lightAlphaMaskNonIndexedF.glsl
Try mask-based object shader configuration, instead of a bazillion hard-coded shader globals. Should be a bit more consistent. (non-deferred only, for now)
2014-05-14 03:30:02 -05:00
lightF.glsl
…
lightFullbrightAlphaMaskF.glsl
Try mask-based object shader configuration, instead of a bazillion hard-coded shader globals. Should be a bit more consistent. (non-deferred only, for now)
2014-05-14 03:30:02 -05:00
lightFullbrightF.glsl
Mats.
2013-11-02 01:20:05 -05:00
lightFullbrightNonIndexedAlphaMaskF.glsl
Try mask-based object shader configuration, instead of a bazillion hard-coded shader globals. Should be a bit more consistent. (non-deferred only, for now)
2014-05-14 03:30:02 -05:00
lightFullbrightNonIndexedF.glsl
…
lightFullbrightShinyF.glsl
…
lightFullbrightShinyNonIndexedF.glsl
…
lightFullbrightShinyWaterF.glsl
…
lightFullbrightShinyWaterNonIndexedF.glsl
…
lightFullbrightWaterAlphaMaskF.glsl
Try mask-based object shader configuration, instead of a bazillion hard-coded shader globals. Should be a bit more consistent. (non-deferred only, for now)
2014-05-14 03:30:02 -05:00
lightFullbrightWaterF.glsl
…
lightFullbrightWaterNonIndexedAlphaMaskF.glsl
…
lightFullbrightWaterNonIndexedF.glsl
…
lightFuncSpecularV.glsl
…
lightFuncV.glsl
…
lightNonIndexedF.glsl
Try mask-based object shader configuration, instead of a bazillion hard-coded shader globals. Should be a bit more consistent. (non-deferred only, for now)
2014-05-14 03:30:02 -05:00
lightShinyF.glsl
…
lightShinyNonIndexedF.glsl
…
lightShinyWaterF.glsl
…
lightShinyWaterNonIndexedF.glsl
…
lightSpecularV.glsl
…
lightV.glsl
…
lightWaterAlphaMaskF.glsl
Try mask-based object shader configuration, instead of a bazillion hard-coded shader globals. Should be a bit more consistent. (non-deferred only, for now)
2014-05-14 03:30:02 -05:00
lightWaterAlphaMaskNonIndexedF.glsl
…
lightWaterF.glsl
Quick workaround to fix issue with simple geom not rendering in deferred 'underwater' pass.
2014-07-21 20:28:23 -05:00
lightWaterNonIndexedF.glsl
Try mask-based object shader configuration, instead of a bazillion hard-coded shader globals. Should be a bit more consistent. (non-deferred only, for now)
2014-05-14 03:30:02 -05:00
sumLightsSpecularV.glsl
…
sumLightsV.glsl
…