nuclide/platform/base_glsl.pk3dir/glsl
Marco Cawthorne 11deea5b3d
Add the following physics entities from Source: phys_ballsocket, phys_constraint, phys_constraintsystem, phys_convert, phys_hinge, phys_keepupright, phys_slideconstraint & env_physexplosion
Add new class phys_rope, which will handle move_rope and keyframe_rope from Source.
2023-10-17 16:49:01 -07:00
..
caustics.glsl Various tweaks to documentation inside the codebase, more verbose general 2022-02-23 01:17:05 -08:00
caustics_a.glsl Various tweaks to documentation inside the codebase, more verbose general 2022-02-23 01:17:05 -08:00
clutter.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
decal.glsl Various tweaks to documentation inside the codebase, more verbose general 2022-02-23 01:17:05 -08:00
decal_reflectcube.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
default2d.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
defaultadditivesprite.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
defaultfill.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
defaultskin.glsl Platform: defaultskin.glsl: Add fallback for the chrome effect in case the GLSL cannot access skeletal information. 2023-01-12 18:50:56 -08:00
defaultskybox.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
defaultsprite.glsl GLSL: Misc cleanups and fixes to deal with NVIDIAs stricter shader compiler 2022-04-18 21:12:04 -07:00
defaultwall.glsl defaultwall.glsl: Remove SCROLL permutation ifdef. 2023-10-11 01:05:29 -07:00
defaultwarp.glsl ambient_generic: Precache sound inside ::Spawned() and not ::SpawnKey() 2023-04-16 16:25:07 -07:00
depthonly.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
fade.glsl func_door: Add 'snd_move' attribute. 2022-03-28 03:32:02 -07:00
fill.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
fullbright_reflect.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
heat.glsl env_steam: initial implementation of this Half-Life 2 entity. 2023-09-13 00:29:31 -07:00
lensflare.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
lightmapped.glsl Client: 'buildcubemaps' will toggle r_skipEnvmap, which is now also defaulting to a black clear color (akin to Source) 2023-03-16 16:04:47 -07:00
lightmapped_reflect.glsl Various tweaks to documentation inside the codebase, more verbose general 2022-02-23 01:17:05 -08:00
lightmapped_specular.glsl Platform: Added r_skipLightmap to the GLSL where applicable 2020-10-27 07:07:19 +01:00
pp_colorcorrect.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
reflect.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
refract.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
rtlight.glsl Huge cleanup. Add initial code for the revamped material definition system. 2022-06-01 17:38:52 -07:00
skybox.glsl GLSL: Add FOGGED permutation option to each of the skybox glsl. 2022-02-17 22:22:31 -08:00
skybox_hdr.glsl GLSL: Add FOGGED permutation option to each of the skybox glsl. 2022-02-17 22:22:31 -08:00
skybox_parallax.glsl GLSL: Add FOGGED permutation option to each of the skybox glsl. 2022-02-17 22:22:31 -08:00
skybox_valley.glsl GLSL: Add FOGGED permutation option to each of the skybox glsl. 2022-02-17 22:22:31 -08:00
sprite.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
sprite_fixed.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
sprite_vscroll.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
terrain.glsl Huge cleanup. Add initial code for the revamped material definition system. 2022-06-01 17:38:52 -07:00
terrain_alpha.glsl Huge cleanup. Add initial code for the revamped material definition system. 2022-06-01 17:38:52 -07:00
terrain_alpha_alt.glsl NSClient: add method UpdateAliveCam() 2022-05-15 13:32:53 -07:00
terrain_mask.glsl Huge cleanup. Add initial code for the revamped material definition system. 2022-06-01 17:38:52 -07:00
terrain_skybox.glsl Platform: Added r_skipLightmap to the GLSL where applicable 2020-10-27 07:07:19 +01:00
terrain_valley.glsl Platform: Added r_skipLightmap to the GLSL where applicable 2020-10-27 07:07:19 +01:00
unlit.glsl Platform: Unlit.glsl now supports MASK permutations 2022-06-27 08:30:56 -07:00
vertexlit.glsl Add the following physics entities from Source: phys_ballsocket, phys_constraint, phys_constraintsystem, phys_convert, phys_hinge, phys_keepupright, phys_slideconstraint & env_physexplosion 2023-10-17 16:49:01 -07:00
vertexlit_specular.glsl GLSL: Misc cleanups and fixes to deal with NVIDIAs stricter shader compiler 2022-04-18 21:12:04 -07:00
vertexmap.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
water.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
water_dirty.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
water_high.glsl Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
water_sky.glsl GLSL: Go over water_sky.glsl, make it work for TW's upcoming tw_rig. 2021-12-30 15:36:26 -08:00