LICENSE
MANIFEST.in
README.rst
setup.py
glass_engine/AffineTransform.py
glass_engine/Background.py
glass_engine/BasicScene.py
glass_engine/Camera.py
glass_engine/ColorMap.py
glass_engine/Fog.py
glass_engine/Frame.py
glass_engine/GlassEngineConfig.py
glass_engine/Material.py
glass_engine/Mesh.py
glass_engine/Model.py
glass_engine/README_PYPI.md
glass_engine/Scene.py
glass_engine/SceneNode.py
glass_engine/SkyBox.py
glass_engine/SkyDome.py
glass_engine/SlideAverageFilter.py
glass_engine/VideoRecorder.py
glass_engine/WeightedIntegrator.py
glass_engine/__init__.py
glass_engine/algorithm.py
glass_engine/callback_vec.py
glass_engine/lut.py
glass_engine.egg-info/PKG-INFO
glass_engine.egg-info/SOURCES.txt
glass_engine.egg-info/dependency_links.txt
glass_engine.egg-info/requires.txt
glass_engine.egg-info/top_level.txt
glass_engine/glsl/Lights/DirLight.glsl
glass_engine/glsl/Lights/DirLight_lighting.glsl
glass_engine/glsl/Lights/DirLight_shadow_mapping.glsl
glass_engine/glsl/Lights/Lights.glsl
glass_engine/glsl/Lights/Lights_lighting.glsl
glass_engine/glsl/Lights/PointLight.glsl
glass_engine/glsl/Lights/PointLight_lighting.glsl
glass_engine/glsl/Lights/PointLight_shadow_mapping.glsl
glass_engine/glsl/Lights/SpotLight.glsl
glass_engine/glsl/Lights/SpotLight_lighting.glsl
glass_engine/glsl/Lights/SpotLight_shadow_mapping.glsl
glass_engine/glsl/Pipelines/OIT_blend.fs
glass_engine/glsl/Pipelines/draw_frame.fs
glass_engine/glsl/Pipelines/draw_frame.vs
glass_engine/glsl/Pipelines/draw_frame_array.gs
glass_engine/glsl/Pipelines/single_color.fs
glass_engine/glsl/Pipelines/DirLight_depth/DirLight_depth.fs
glass_engine/glsl/Pipelines/DirLight_depth/DirLight_depth.gs
glass_engine/glsl/Pipelines/DirLight_depth/DirLight_depth.vs
glass_engine/glsl/Pipelines/DirLight_depth/DirLight_depth_lines.gs
glass_engine/glsl/Pipelines/DirLight_depth/DirLight_depth_points.gs
glass_engine/glsl/Pipelines/PointLight_depth/PointLight_depth.fs
glass_engine/glsl/Pipelines/PointLight_depth/PointLight_depth.gs
glass_engine/glsl/Pipelines/PointLight_depth/PointLight_depth.vs
glass_engine/glsl/Pipelines/PointLight_depth/PointLight_depth_lines.gs
glass_engine/glsl/Pipelines/PointLight_depth/PointLight_depth_points.gs
glass_engine/glsl/Pipelines/SpotLight_depth/SpotLight_depth.fs
glass_engine/glsl/Pipelines/SpotLight_depth/SpotLight_depth.gs
glass_engine/glsl/Pipelines/SpotLight_depth/SpotLight_depth_lines.gs
glass_engine/glsl/Pipelines/SpotLight_depth/SpotLight_depth_points.gs
glass_engine/glsl/Pipelines/deferred_rendering/deferred_rendering.fs
glass_engine/glsl/Pipelines/deferred_rendering/draw_points_to_gbuffer.fs
glass_engine/glsl/Pipelines/deferred_rendering/draw_to_gbuffer.fs
glass_engine/glsl/Pipelines/deferred_rendering/read_from_gbuffer.glsl
glass_engine/glsl/Pipelines/deferred_rendering/write_to_gbuffer.glsl
glass_engine/glsl/Pipelines/draw_TBN/draw_TBN.vs
glass_engine/glsl/Pipelines/draw_TBN/draw_bitangent.gs
glass_engine/glsl/Pipelines/draw_TBN/draw_normal.gs
glass_engine/glsl/Pipelines/draw_TBN/draw_tangent.gs
glass_engine/glsl/Pipelines/draw_geometry/draw_geometry.fs
glass_engine/glsl/Pipelines/draw_geometry/draw_geometry.gs
glass_engine/glsl/Pipelines/draw_geometry/draw_geometry.vs
glass_engine/glsl/Pipelines/draw_geometry/draw_geometry_lines.vs
glass_engine/glsl/Pipelines/draw_geometry/draw_geometry_points.fs
glass_engine/glsl/Pipelines/draw_geometry/draw_geometry_points.vs
glass_engine/glsl/Pipelines/env_mapping/env_OIT_blend.fs
glass_engine/glsl/Pipelines/env_mapping/gen_env_map.fs
glass_engine/glsl/Pipelines/env_mapping/gen_env_map.gs
glass_engine/glsl/Pipelines/env_mapping/gen_env_map.vs
glass_engine/glsl/Pipelines/env_mapping/gen_env_map_lines.gs
glass_engine/glsl/Pipelines/env_mapping/gen_env_map_points.fs
glass_engine/glsl/Pipelines/env_mapping/gen_env_map_points.gs
glass_engine/glsl/Pipelines/env_mapping/gen_env_map_points.vs
glass_engine/glsl/Pipelines/forward_rendering/forward_draw_lines.vs
glass_engine/glsl/Pipelines/forward_rendering/forward_draw_points.fs
glass_engine/glsl/Pipelines/forward_rendering/forward_draw_points.vs
glass_engine/glsl/Pipelines/forward_rendering/forward_rendering.fs
glass_engine/glsl/Pipelines/forward_rendering/forward_rendering.gs
glass_engine/glsl/Pipelines/forward_rendering/forward_rendering.vs
glass_engine/glsl/Pipelines/skybox/skybox.fs
glass_engine/glsl/Pipelines/skybox/skybox.vs
glass_engine/glsl/Pipelines/skydome/skydome.fs
glass_engine/glsl/Pipelines/skydome/skydome.vs
glass_engine/glsl/PostProcessEffects/ACES_tone_mapper.glsl
glass_engine/glsl/PostProcessEffects/FXAA.fs
glass_engine/glsl/PostProcessEffects/FXAA_array.fs
glass_engine/glsl/PostProcessEffects/FXAA_cube.fs
glass_engine/glsl/PostProcessEffects/SSAO_visibility.glsl
glass_engine/glsl/PostProcessEffects/bloom_downsampling.fs
glass_engine/glsl/PostProcessEffects/bloom_mix.fs
glass_engine/glsl/PostProcessEffects/bloom_upsampling.fs
glass_engine/glsl/PostProcessEffects/dof.fs
glass_engine/glsl/PostProcessEffects/explosure_adaptor.glsl
glass_engine/glsl/PostProcessEffects/gauss_blur.fs
glass_engine/glsl/PostProcessEffects/gauss_blur_array.fs
glass_engine/glsl/PostProcessEffects/gauss_blur_cube.fs
glass_engine/glsl/PostProcessEffects/kernel_filter.fs
glass_engine/glsl/PostProcessEffects/kernel_filter_array.fs
glass_engine/glsl/PostProcessEffects/kernel_filter_cube.fs
glass_engine/glsl/PostProcessEffects/lut.glsl
glass_engine/glsl/PostProcessEffects/median_gray_blur5.glsl
glass_engine/glsl/PostProcessEffects/mul_filter.glsl
glass_engine/glsl/PostProcessEffects/shader_effect_template.glsl
glass_engine/glsl/PostProcessEffects/slit_stretch.glsl
glass_engine/glsl/PostProcessEffects/star_field.glsl
glass_engine/glsl/PostProcessEffects/water_wave.glsl
glass_engine/glsl/ShadingModels/CookTorrance.glsl
glass_engine/glsl/ShadingModels/Flat.glsl
glass_engine/glsl/ShadingModels/Fresnel.glsl
glass_engine/glsl/ShadingModels/Gouraud.glsl
glass_engine/glsl/ShadingModels/Lambert.glsl
glass_engine/glsl/ShadingModels/Minnaert.glsl
glass_engine/glsl/ShadingModels/OrenNayar.glsl
glass_engine/glsl/ShadingModels/Phong.glsl
glass_engine/glsl/ShadingModels/PhongBlinn.glsl
glass_engine/glsl/ShadingModels/Toon.glsl
glass_engine/glsl/ShadingModels/lighting.glsl
glass_engine/glsl/ShadingModels/rim.glsl
glass_engine/glsl/include/Camera.glsl
glass_engine/glsl/include/FXAA.glsl
glass_engine/glsl/include/FresnelRefract.glsl
glass_engine/glsl/include/InternalMaterial.glsl
glass_engine/glsl/include/Material.glsl
glass_engine/glsl/include/OIT.glsl
glass_engine/glsl/include/ShadingInfo.glsl
glass_engine/glsl/include/background.glsl
glass_engine/glsl/include/env_mapping.glsl
glass_engine/glsl/include/fog.glsl
glass_engine/glsl/include/image_read_write.glsl
glass_engine/glsl/include/limits.glsl
glass_engine/glsl/include/math.glsl
glass_engine/glsl/include/parallax_mapping.glsl
glass_engine/glsl/include/quat.glsl
glass_engine/glsl/include/random.glsl
glass_engine/glsl/include/sampling.glsl
glass_engine/glsl/include/shading_all.glsl
glass_engine/glsl/include/soft.glsl
glass_engine/glsl/include/transform.glsl
glass_engine/images/glass_engine_logo256.png
glass_engine/images/glass_engine_logo64.png
glass_engine/images/start.png