irrlicht/media/Shaders
cutealien b8cf4ca4bf Split ogles2 shader for 2D rendering into a texture and non-texture variant.
That's otherwise hard to do from user-code because 2d rendering works a little different than 3d.
This way it renders faster and also won't cause any warnings in WebGL.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5445 dfc29bdd-3216-0410-991c-e03cc46cb475
2017-04-21 12:11:19 +00:00
..
COGLES2DetailMap.fsh Rework specular calculations for fixed function pipeline: 2014-10-03 12:37:40 +00:00
COGLES2LightmapAdd.fsh Rework specular calculations for fixed function pipeline: 2014-10-03 12:37:40 +00:00
COGLES2LightmapModulate.fsh Rework specular calculations for fixed function pipeline: 2014-10-03 12:37:40 +00:00
COGLES2NormalMap.fsh
COGLES2NormalMap.vsh
COGLES2OneTextureBlend.fsh Rework specular calculations for fixed function pipeline: 2014-10-03 12:37:40 +00:00
COGLES2ParallaxMap.fsh
COGLES2ParallaxMap.vsh
COGLES2Reflection2Layer.fsh Rework specular calculations for fixed function pipeline: 2014-10-03 12:37:40 +00:00
COGLES2Reflection2Layer.vsh Can't use uniforms directly in for loops in glsl. Thx @feelthat for reporting. 2015-08-11 20:26:40 +00:00
COGLES2Renderer2D.fsh
COGLES2Renderer2D.vsh
COGLES2Renderer2D_noTex.fsh Split ogles2 shader for 2D rendering into a texture and non-texture variant. 2017-04-21 12:11:19 +00:00
COGLES2Solid.fsh Rework specular calculations for fixed function pipeline: 2014-10-03 12:37:40 +00:00
COGLES2Solid.vsh Can't use uniforms directly in for loops in glsl. Thx @feelthat for reporting. 2015-08-11 20:26:40 +00:00
COGLES2Solid2.vsh Can't use uniforms directly in for loops in glsl. Thx @feelthat for reporting. 2015-08-11 20:26:40 +00:00
COGLES2Solid2Layer.fsh Rework specular calculations for fixed function pipeline: 2014-10-03 12:37:40 +00:00
COGLES2SphereMap.fsh Rework specular calculations for fixed function pipeline: 2014-10-03 12:37:40 +00:00
COGLES2SphereMap.vsh Can't use uniforms directly in for loops in glsl. Thx @feelthat for reporting. 2015-08-11 20:26:40 +00:00
COGLES2TransparentAlphaChannel.fsh Give EMT_TRANSPARENT_ALPHA_CHANNEL it's own fragment shader. Fixes problem in q3 map reported by feelthat in the forum. 2015-02-03 16:19:30 +00:00
COGLES2TransparentAlphaChannelRef.fsh Rework specular calculations for fixed function pipeline: 2014-10-03 12:37:40 +00:00
COGLES2TransparentVertexAlpha.fsh Rework specular calculations for fixed function pipeline: 2014-10-03 12:37:40 +00:00