bullet3/examples/OpenGLWindow/Shaders
Erwin Coumans 3157093125 Implemented specular reflective lighting for OpenGL 3.x, everything looks shiny (will add APIs to make it less shiny ;-)
Remove roof from kitchens/1.sdf, otherwise shadows and shinyness won't work (light is outside the room, bouncing against roof-top)
Make kuka_iiwa/model.urdf more smooth, use .obj for per-vertex normals (using Blender, import STL, export OBJ, enable triangles, normals and Z-UP, Y forward)
2017-05-31 20:32:45 -07:00
..
createShadowMapInstancingPS.glsl add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
createShadowMapInstancingPS.h add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
createShadowMapInstancingVS.glsl add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
createShadowMapInstancingVS.h add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
instancingPS.glsl Add kiva_shelf to prepare for picking/grasping task 2016-07-14 00:05:57 -07:00
instancingPS.h Add kiva_shelf to prepare for picking/grasping task 2016-07-14 00:05:57 -07:00
instancingVS.glsl Add kiva_shelf to prepare for picking/grasping task 2016-07-14 00:05:57 -07:00
instancingVS.h Add kiva_shelf to prepare for picking/grasping task 2016-07-14 00:05:57 -07:00
linesPS.glsl add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
linesPS.h add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
linesVS.glsl add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
linesVS.h add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
pointSpritePS.glsl add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
pointSpritePS.h add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
pointSpriteVS.glsl add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
pointSpriteVS.h add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it. 2015-04-16 09:55:32 -07:00
useShadowMapInstancingPS.glsl Implemented specular reflective lighting for OpenGL 3.x, everything looks shiny (will add APIs to make it less shiny ;-) 2017-05-31 20:32:45 -07:00
useShadowMapInstancingPS.h Implemented specular reflective lighting for OpenGL 3.x, everything looks shiny (will add APIs to make it less shiny ;-) 2017-05-31 20:32:45 -07:00
useShadowMapInstancingVS.glsl Implemented specular reflective lighting for OpenGL 3.x, everything looks shiny (will add APIs to make it less shiny ;-) 2017-05-31 20:32:45 -07:00
useShadowMapInstancingVS.h Implemented specular reflective lighting for OpenGL 3.x, everything looks shiny (will add APIs to make it less shiny ;-) 2017-05-31 20:32:45 -07:00