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fdcf2eda5a747ced5ed949bd99189ca595488941
SingularityViewer
/
indra
/
newview
/
app_settings
/
shaders
/
class1
/
lighting
History
Shyotl
3db9c6a9ff
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)
...
Also abuse discard in alpha shaders, instead of processing invisible fragments.
2014-05-14 03:30:02 -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
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lightFullbrightShinyF.glsl
…
lightFullbrightShinyNonIndexedF.glsl
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lightFullbrightShinyWaterF.glsl
…
lightFullbrightShinyWaterNonIndexedF.glsl
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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
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lightFullbrightWaterNonIndexedAlphaMaskF.glsl
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lightFullbrightWaterNonIndexedF.glsl
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lightFuncSpecularV.glsl
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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
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lightShinyNonIndexedF.glsl
…
lightShinyWaterF.glsl
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lightShinyWaterNonIndexedF.glsl
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lightSpecularV.glsl
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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
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lightWaterF.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
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
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sumLightsV.glsl
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