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path: root/src/video_core/renderer_opengl/gl_shader_gen.cpp (follow)
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* gl_rasterizer: Initial implementation of bump mapping.bunnei2016-02-051-5/+27
* gl_shader_gen: Fix bug in LUT range (should within range [0, 255] not [0, 256]).bunnei2016-02-051-3/+3
* gl_shader_gen: Implement lighting red, green, and blue reflection.bunnei2016-02-051-17/+45
* gl_shader_gen: View should be normalized.bunnei2016-02-051-2/+2
* gl_shader_gen: Implement fragment lighting fresnel effect.bunnei2016-02-051-9/+26
* gl_shader_gen: Implement fragment lighting specular 1 component.bunnei2016-02-051-3/+14
* gl_shader_gen: Add support for D0 LUT scaling.bunnei2016-02-051-1/+1
* gl_shader_gen: Refactor lighting config to match Pica register naming.bunnei2016-02-051-14/+16
* gl_shader_gen: Reorganize and cleanup lighting code.bunnei2016-02-051-100/+107
* gl_shader_gen: Fix directional lights.bunnei2016-02-051-1/+1
* gl_shader_gen: Fix bug with lighting where clamp highlights was only applied to last light.bunnei2016-02-051-6/+6
* gl_shader_gen: View vector needs to be normalized when computing half angle vector.bunnei2016-02-051-3/+4
* renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.bunnei2016-02-051-11/+7
* renderer_opengl: Initial implementation of basic specular lighting.bunnei2016-02-051-12/+70
* renderer_opengl: Implement HW fragment lighting distance attenuation.bunnei2016-02-051-3/+16
* renderer_opengl: Implement HW fragment lighting LUTs within our default UBO.bunnei2016-02-051-0/+7
* renderer_opengl: Implement diffuse component of HW fragment lighting.bunnei2016-02-051-2/+51
* hwrasterizer: Use depth offsettfarley2016-01-211-1/+3
* OpenGL: Flip framebuffers during transfer rather than when renderingYuri Kunde Schlesner2015-12-051-1/+1
* PICA: Properly emulate 1-stage delay in the combiner bufferYuri Kunde Schlesner2015-12-011-7/+11
* renderer_opengl: Fix uniform issues introduced with kemenaran/avoid-explicit-uniform-location.bunnei2015-11-261-2/+2
* Use regular uniform locationPierre de La Morinerie2015-11-251-5/+1
* FragShader: Use an UBO instead of several individual uniformsSubv2015-11-191-3/+7
* gl_shader_gen: Use explicit locations for vertex shader attributes.bunnei2015-10-221-9/+9
* gl_shader_gen: Optimize code for AppendAlphaTestCondition.bunnei2015-10-221-16/+11
* gl_shader_gen: Various cleanups to shader generation.bunnei2015-10-221-44/+48
* gl_rasterizer: Use MMH3 hash for shader cache hey.bunnei2015-10-221-2/+2
* gl_shader_gen: Require explicit uniform locations.bunnei2015-10-221-11/+12
* gl_shader_gen: Rename 'o' to 'attr' in vertex/fragment shaders.bunnei2015-10-221-11/+11
* gl_shader_gen: AppendAlphaModifier default should be 0.0, not vec4(0.0).bunnei2015-10-221-1/+1
* gl_shader_gen: Fix bug where TEV stage outputs should be clamped.bunnei2015-10-221-3/+3
* gl_shader_gen: Add additional function documentation.bunnei2015-10-221-0/+8
* gl_shader_gen: Various cleanups + moved TEV stage generation to its own function.bunnei2015-10-221-161/+170
* renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups.bunnei2015-10-221-0/+371