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2016-02-25slideshow: Blur the shadows the further they are from the objectEmmanuel Gil Peyrot3-17/+74
2016-02-25slideshow: Only use texture() in GLSL 1.50, fixes Intel on WindowsEmmanuel Gil Peyrot4-8/+8
2016-02-25slideshow: Add an ugly workaround for Intel’s matrix multiplicationEmmanuel Gil Peyrot2-14/+42
2016-02-25slideshow: Move Vortex calculations to the geometry stage, fixes IntelEmmanuel Gil Peyrot2-18/+18
2016-02-09slideshow: Add shadows to Honeycomb, using the same way as VortexEmmanuel Gil Peyrot3-6/+57
2016-02-09slideshow: Add shadows to the Vortex transitionEmmanuel Gil Peyrot3-9/+76
2016-02-02slideshow: Make sure the slide is fully opaque in HoneycombEmmanuel Gil Peyrot1-1/+1
2016-01-20slideshow: Change quads into cubes in the Vortex transitionEmmanuel Gil Peyrot2-72/+104
2016-01-20slideshow: Relicense every shader of which I am the sole author to MPLEmmanuel Gil Peyrot5-134/+39
2016-01-16slideshow: Add some volume to the Honeycomb hexagons, making them look betterEmmanuel Gil Peyrot2-6/+36
2016-01-16slideshow: Tweak a few constants to make Glitter and Honeycomb look nicerEmmanuel Gil Peyrot3-5/+7
2016-01-05Fix typosAndrea Gelmini1-1/+1
2016-01-05slideshow: Define inverse() to bring back the GLSL version to 1.20Emmanuel Gil Peyrot5-5/+177
2016-01-05slideshow: Improve the Vortex transition to match PowerPoint betterEmmanuel Gil Peyrot2-79/+69
2016-01-05slideshow: Improve the Ripple transition to match PowerPoint betterEmmanuel Gil Peyrot1-11/+33
2016-01-05slideshow: Fix a few issues in the Glitter transitionEmmanuel Gil Peyrot1-7/+13
2015-12-15chmod -xTor Lillqvist2-0/+0
2015-12-15Use #version 140 to get inverse()Tor Lillqvist4-4/+4
2015-12-11slideshow: Improve the performances of the Glitter transitionEmmanuel Gil Peyrot2-0/+115
2015-12-11slideshow: Improve the performances of the Honeycomb transitionEmmanuel Gil Peyrot3-0/+210
2015-12-11slideshow: Fix lighting in the Vortex transitionEmmanuel Gil Peyrot2-8/+36
2015-12-11slideshow: Remove the last legacy uniformsEmmanuel Gil Peyrot2-6/+14
2015-12-11slideshow: Upload the projection and modelview matrices as uniformsEmmanuel Gil Peyrot2-4/+8
2015-12-11slideshow: upload the transform matrices as uniformsEmmanuel Gil Peyrot2-4/+16
2015-11-23slideshow: Add back lighting in the SimpleTransition shadersEmmanuel Gil Peyrot4-3/+17
2015-11-20slideshow: Reimplement reflections in shaders, and port Rochade and TurnAroundEmmanuel Gil Peyrot2-0/+88
2015-11-20slideshow: Reimplement both Fade transitions in shadersEmmanuel Gil Peyrot2-0/+92
2015-11-20slideshow: Make SimpleTransition inherit from ShaderTransitionEmmanuel Gil Peyrot1-0/+39
2015-11-19slideshow: Use gl_ModelViewProjectionMatrix in vertex shadersEmmanuel Gil Peyrot2-2/+2
2015-11-10Improve the Vortex transitionTor Lillqvist1-3/+11
2015-11-09Simplify and improve (?) the Vortex transitionTor Lillqvist1-34/+14
2015-11-08Now I understand why that multiplication by 10 was there originallyTor Lillqvist1-1/+1
2015-11-07Improve transition shader portabilityTor Lillqvist6-5/+22
2015-11-06Make the Vortex transition a bit more interestingTor Lillqvist2-24/+65
2015-11-06Add a 'Ripple' transitionTor Lillqvist1-0/+33
2015-10-27Nothing that would be covered by that hereTor Lillqvist2-50/+12
2015-10-27Initial work on a "Vortex" transitionTor Lillqvist2-0/+136
2015-10-26Bin dead codeTor Lillqvist1-2/+0
2015-10-26Actually, the permTexture is 256*256 pixelsTor Lillqvist1-3/+1
2015-10-26Add confused commentTor Lillqvist1-0/+2
2014-08-13remove useless OGL transition shader codeMarkus Mohrhard3-0/+149