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* Fix typoAndrea Gelmini2018-05-241-1/+1
* slideshow: Blur the shadows the further they are from the objectEmmanuel Gil Peyrot2016-02-253-17/+74
* slideshow: Only use texture() in GLSL 1.50, fixes Intel on WindowsEmmanuel Gil Peyrot2016-02-254-8/+8
* slideshow: Add an ugly workaround for Intel’s matrix multiplicationEmmanuel Gil Peyrot2016-02-252-14/+42
* slideshow: Move Vortex calculations to the geometry stage, fixes IntelEmmanuel Gil Peyrot2016-02-252-18/+18
* slideshow: Add shadows to Honeycomb, using the same way as VortexEmmanuel Gil Peyrot2016-02-093-6/+57
* slideshow: Add shadows to the Vortex transitionEmmanuel Gil Peyrot2016-02-093-9/+76
* slideshow: Make sure the slide is fully opaque in HoneycombEmmanuel Gil Peyrot2016-02-021-1/+1
* slideshow: Change quads into cubes in the Vortex transitionEmmanuel Gil Peyrot2016-01-202-72/+104
* slideshow: Relicense every shader of which I am the sole author to MPLEmmanuel Gil Peyrot2016-01-205-134/+39
* slideshow: Add some volume to the Honeycomb hexagons, making them look betterEmmanuel Gil Peyrot2016-01-162-6/+36
* slideshow: Tweak a few constants to make Glitter and Honeycomb look nicerEmmanuel Gil Peyrot2016-01-163-5/+7
* Fix typosAndrea Gelmini2016-01-051-1/+1
* slideshow: Define inverse() to bring back the GLSL version to 1.20Emmanuel Gil Peyrot2016-01-055-5/+177
* slideshow: Improve the Vortex transition to match PowerPoint betterEmmanuel Gil Peyrot2016-01-052-79/+69
* slideshow: Improve the Ripple transition to match PowerPoint betterEmmanuel Gil Peyrot2016-01-051-11/+33
* slideshow: Fix a few issues in the Glitter transitionEmmanuel Gil Peyrot2016-01-051-7/+13
* chmod -xTor Lillqvist2015-12-152-0/+0
* Use #version 140 to get inverse()Tor Lillqvist2015-12-154-4/+4
* slideshow: Improve the performances of the Glitter transitionEmmanuel Gil Peyrot2015-12-112-0/+115
* slideshow: Improve the performances of the Honeycomb transitionEmmanuel Gil Peyrot2015-12-113-0/+210
* slideshow: Fix lighting in the Vortex transitionEmmanuel Gil Peyrot2015-12-112-8/+36
* slideshow: Remove the last legacy uniformsEmmanuel Gil Peyrot2015-12-112-6/+14
* slideshow: Upload the projection and modelview matrices as uniformsEmmanuel Gil Peyrot2015-12-112-4/+8
* slideshow: upload the transform matrices as uniformsEmmanuel Gil Peyrot2015-12-112-4/+16
* slideshow: Add back lighting in the SimpleTransition shadersEmmanuel Gil Peyrot2015-11-234-3/+17
* slideshow: Reimplement reflections in shaders, and port Rochade and TurnAroundEmmanuel Gil Peyrot2015-11-202-0/+88
* slideshow: Reimplement both Fade transitions in shadersEmmanuel Gil Peyrot2015-11-202-0/+92
* slideshow: Make SimpleTransition inherit from ShaderTransitionEmmanuel Gil Peyrot2015-11-201-0/+39
* slideshow: Use gl_ModelViewProjectionMatrix in vertex shadersEmmanuel Gil Peyrot2015-11-192-2/+2
* Improve the Vortex transitionTor Lillqvist2015-11-101-3/+11
* Simplify and improve (?) the Vortex transitionTor Lillqvist2015-11-091-34/+14
* Now I understand why that multiplication by 10 was there originallyTor Lillqvist2015-11-081-1/+1
* Improve transition shader portabilityTor Lillqvist2015-11-076-5/+22
* Make the Vortex transition a bit more interestingTor Lillqvist2015-11-062-24/+65
* Add a 'Ripple' transitionTor Lillqvist2015-11-061-0/+33
* Nothing that would be covered by that hereTor Lillqvist2015-10-272-50/+12
* Initial work on a "Vortex" transitionTor Lillqvist2015-10-272-0/+136
* Bin dead codeTor Lillqvist2015-10-261-2/+0
* Actually, the permTexture is 256*256 pixelsTor Lillqvist2015-10-261-3/+1
* Add confused commentTor Lillqvist2015-10-261-0/+2
* remove useless OGL transition shader codeMarkus Mohrhard2014-08-133-0/+149