virtualx-engine/drivers/gles3/shaders
clayjohn 8fa76a5272 Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
..
canvas.glsl Fix rendering when using WebGL2. 2022-09-06 14:42:08 -07:00
canvas_shadow.glsl
canvas_uniforms_inc.glsl Fix rendering when using WebGL2. 2022-09-06 14:42:08 -07:00
copy.glsl Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer 2022-05-24 11:00:34 -07:00
cube_to_dp.glsl
cubemap_filter.glsl Fix various bugs in GLES3 renderer that stopped it from running on web 2022-08-01 16:45:32 -04:00
effect_blur.glsl
lens_distorted.glsl
scene.glsl Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI 2022-09-12 08:45:40 -07:00
SCsub SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
sky.glsl Move debanding into internal sky shader code so that it is applied after everything else. 2022-09-13 10:39:04 -07:00
stdlib_inc.glsl
tonemap.glsl
tonemap_inc.glsl