summaryrefslogtreecommitdiff
path: root/Data/Sys/Shaders
AgeCommit message (Collapse)Author
2015-06-02add shaders for anaglyph Amber-Blue and Green-MagentaTijmen Wildervanck
2015-01-25PostProcessing: Add support for user-supplied anaglyph shaders.Jules Blok
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2014-11-23Shaders: Remove fake stereoscopic shaders.Jules Blok
We have actual stereoscopy now, no need to pretend.
2014-08-13Change all the post processing shaders to the new system.Ryan Houdek
Removes the README.txt file in favour of a new wiki page I'm going to generate.
2014-07-18Support Sampler binding in the shader.Ryan Houdek
In the cases where we support the binding layout keyword, use it for more than binding UBO location. This changes it so it is supported for samplers as well. Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
2014-05-21Update emboss.glslmyownfriend
2014-05-21Update emboss.glslmyownfriend
2014-05-21Update fire2.glslmyownfriend
2014-05-21Update cool1.glslmyownfriend
2014-05-21Update acidmetal.glslmyownfriend
2014-05-21Update 32bit.glslmyownfriend
2014-05-21Update primarycolors.glslmyownfriend
2014-05-21Update asciiart.glslmyownfriend
2014-05-21Update 16bit.glslmyownfriend
Sorry. Made a little copy and paste error.
2014-05-21Update firewater.glslmyownfriend
2014-05-21Update 16bit.glslmyownfriend
2014-05-21Update chrismas.glslmyownfriend
2014-05-21Update posterize.glslmyownfriend
2014-05-21Update nightvision2scanlines.glslmyownfriend
2014-05-21Update nightvision2.glslmyownfriend
2014-05-21Update auto_toon2.glslmyownfriend
2014-05-21Update asciiart.glslmyownfriend
2014-05-21Update stereoscopic2.glslmyownfriend
2014-05-21Update stereoscopic.glslmyownfriend
2014-05-20Update sketchy.glslmyownfriend
2014-05-20Update sepia.glslmyownfriend
2014-05-20Update primarycolors.glslmyownfriend
2014-05-20Update posterize2.glslmyownfriend
2014-05-20Update posterize.glslmyownfriend
2014-05-20Update nightvision2scanlines.glslmyownfriend
2014-05-20Update nightvision2.glslmyownfriend
2014-05-20Update nightvision.glslmyownfriend
2014-05-20Update mad_world.glslmyownfriend
2014-05-20Update invertedoutline.glslmyownfriend
2014-05-20Update firewater.glslmyownfriend
2014-05-20Update fire.glslmyownfriend
2014-05-20Update emboss.glslmyownfriend
2014-05-20Update darkerbrighter.glslmyownfriend
2014-05-20Update cool1.glslmyownfriend
2014-05-20Update chrismas.glslmyownfriend
2014-05-20Update bad_bloom.glslmyownfriend
2014-05-20Update auto_toon2.glslmyownfriend
2014-05-20Update auto_toon.glslmyownfriend
2014-05-20Update asciiart.glslmyownfriend
2014-05-20Update acidtrip2.glslmyownfriend
2014-05-20Update acidtrip.glslmyownfriend
2014-05-20Update FXAA.glslmyownfriend
2014-05-20Update 32bit.glslmyownfriend
Formatted it to be consistent with Dolphin's coding style.
2014-05-20Update 16bit.glslmyownfriend
Changed spaces to tabs
2014-05-05Fixes our post processing shaders so they work under OpenGL ES 3.0Ryan Houdek
Most of our shaders relied on implicit int->float conversions. This fixes the assumption that this is allowed