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blit.fs.glsl
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Add a transform parameter to blit and switch framebuffer sizes to be `glmatrix.vec2` types
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2017-08-19 16:52:14 -07:00 |
blit.vs.glsl
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Stub a shader for objects in the 3D demo
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2017-09-03 19:24:28 -07:00 |
common.inc.glsl
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Enable early Z for edge detection and render only in the used area of the atlas
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2017-08-23 19:18:24 -07:00 |
demo-3d-monument.fs.glsl
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Stub a shader for objects in the 3D demo
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2017-09-03 19:24:28 -07:00 |
demo-3d-monument.vs.glsl
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Stub a shader for objects in the 3D demo
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2017-09-03 19:24:28 -07:00 |
direct-curve.fs.glsl
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Get edge detection working in the demo
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2017-08-16 16:37:39 -07:00 |
direct-curve.vs.glsl
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Enable early Z for edge detection and render only in the used area of the atlas
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2017-08-23 19:18:24 -07:00 |
direct-interior.fs.glsl
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Initial setup for ECAA in the demo
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2017-08-15 22:09:09 -07:00 |
direct-interior.vs.glsl
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Enable early Z for edge detection and render only in the used area of the atlas
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2017-08-23 19:18:24 -07:00 |
ecaa-cover.fs.glsl
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Fix flipped inequality in the shader causing AA artefacts
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2017-08-19 11:37:06 -07:00 |
ecaa-cover.vs.glsl
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Enable early Z for edge detection and render only in the used area of the atlas
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2017-08-23 19:18:24 -07:00 |
ecaa-curve.fs.glsl
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Fix flipped inequality in the shader causing AA artefacts
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2017-08-19 11:37:06 -07:00 |
ecaa-curve.vs.glsl
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Enable early Z for edge detection and render only in the used area of the atlas
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2017-08-23 19:18:24 -07:00 |
ecaa-edge-detect.fs.glsl
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Enable early Z for edge detection and render only in the used area of the atlas
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2017-08-23 19:18:24 -07:00 |
ecaa-edge-detect.vs.glsl
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Enable early Z for edge detection and render only in the used area of the atlas
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2017-08-23 19:18:24 -07:00 |
ecaa-line.fs.glsl
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Add a curve shader for ECAA and refactor the line shader to minimize code duplication
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2017-08-18 17:12:58 -07:00 |
ecaa-line.vs.glsl
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Enable early Z for edge detection and render only in the used area of the atlas
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2017-08-23 19:18:24 -07:00 |
ecaa-mono-resolve.fs.glsl
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Split the ECAA shader into separate shaders for monochrome and multicolor
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2017-08-24 12:08:58 -07:00 |
ecaa-mono-resolve.vs.glsl
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Split the ECAA shader into separate shaders for monochrome and multicolor
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2017-08-24 12:08:58 -07:00 |
ecaa-multi-resolve.fs.glsl
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Split the ECAA shader into separate shaders for monochrome and multicolor
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2017-08-24 12:08:58 -07:00 |
ecaa-multi-resolve.vs.glsl
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Split the ECAA shader into separate shaders for monochrome and multicolor
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2017-08-24 12:08:58 -07:00 |