moonlight-qt/app/shaders
2022-02-16 19:38:18 -06:00
..
build_hlsl.bat Refactor D3D11 shaders to reduce duplicated code 2022-02-16 19:38:18 -06:00
d3d11_bt601lim_pixel.fxc Use FP32 for position and texcoords 2022-02-13 13:41:39 -06:00
d3d11_bt601lim_pixel.hlsl Refactor D3D11 shaders to reduce duplicated code 2022-02-16 19:38:18 -06:00
d3d11_bt2020lim_pixel.fxc Use FP32 for position and texcoords 2022-02-13 13:41:39 -06:00
d3d11_bt2020lim_pixel.hlsl Refactor D3D11 shaders to reduce duplicated code 2022-02-16 19:38:18 -06:00
d3d11_genyuv_pixel.fxc Refactor D3D11 shaders to reduce duplicated code 2022-02-16 19:38:18 -06:00
d3d11_genyuv_pixel.hlsl Refactor D3D11 shaders to reduce duplicated code 2022-02-16 19:38:18 -06:00
d3d11_overlay_pixel.fxc Use FP32 for position and texcoords 2022-02-13 13:41:39 -06:00
d3d11_overlay_pixel.hlsl Use FP32 for position and texcoords 2022-02-13 13:41:39 -06:00
d3d11_vertex.fxc Use FP32 for position and texcoords 2022-02-13 13:41:39 -06:00
d3d11_vertex.hlsl Use FP32 for position and texcoords 2022-02-13 13:41:39 -06:00
d3d11_video_pixel_end.hlsli Refactor D3D11 shaders to reduce duplicated code 2022-02-16 19:38:18 -06:00
d3d11_video_pixel_start.hlsli Refactor D3D11 shaders to reduce duplicated code 2022-02-16 19:38:18 -06:00
egl_nv12.frag Begin refactoring for non-NV12 support in EGLRenderer 2021-03-21 19:20:52 -05:00
egl_nv12.vert Begin refactoring for non-NV12 support in EGLRenderer 2021-03-21 19:20:52 -05:00
egl_opaque.frag Render DRM-PRIME frames as opaque images 2021-03-21 23:23:12 -05:00
egl_opaque.vert Render DRM-PRIME frames as opaque images 2021-03-21 23:23:12 -05:00
egl_overlay.frag Implement overlay support in EGLRenderer 2020-12-19 23:01:41 -06:00
egl_overlay.vert Implement overlay support in EGLRenderer 2020-12-19 23:01:41 -06:00