stk-code_catmod/data/shaders
2024-05-30 02:06:51 +08:00
..
ge_shaders Reduce instance data size 2022-10-02 16:41:09 +08:00
irrlicht Handle vertex color in render info for COGLES2FixedPipelineRenderer 2022-10-19 09:29:06 +08:00
utils Fix #4984 & #4995 (#4998) 2024-01-18 01:13:23 +08:00
alphatest_particle.frag Use uniform rendering code for particle rendering 2022-09-09 09:41:32 +08:00
alphatest_particle.vert Fix sky particles rendering in modern gl3 too, see #2779 2022-10-17 09:33:51 +08:00
bilateralH.comp Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
bilateralH.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
bilateralV.comp Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
bilateralV.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
bloom.frag Fixed bloom with scale_rtts_factor parameter. 2016-08-15 08:46:02 +02:00
bloomblend.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
blurshadowH.comp Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
blurshadowV.comp Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
coloredquad.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
coloredquad.vert Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
colorize.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
colortexturedquad.frag Batch glyph for quicker text rendering 2020-05-01 09:34:04 +08:00
colortexturedquad.vert Remove rotation uniform in gl shaders 2023-01-08 08:08:35 +08:00
combine_diffuse_color.frag Fix #4969 (#4985) 2024-01-06 11:39:16 +08:00
degraded_ibl.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
dof.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
frustrum.vert Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
gaussian3h.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
gaussian3v.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
gaussian6h.comp Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
gaussian6h.frag Some fixes 2016-06-27 13:39:20 +02:00
gaussian6v.comp Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
gaussian6v.frag Some fixes 2016-06-27 13:39:20 +02:00
glow.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
godfade.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
godray.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
header.txt Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
IBL.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
importance_sampling_specular.frag Revert "Try to fix ibl precision issue" 2014-12-14 02:48:47 +01:00
layertexturequad.frag Add a way to display shadow map. 2014-06-08 22:18:32 +02:00
lensblend.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
lightning.frag Implement lightning effect using shaders 2015-10-31 01:00:48 +01:00
linearizedepth.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
mlaa_blend2.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
mlaa_color1.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
MLAA_COPYING Merge cand's graphical improvements branch!! There are many known issues folks, so don't cry victory just now, this is just the beginning. Especially, shadows do not work correctly at this time 2013-11-30 21:33:06 +00:00
mlaa_neigh3.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
motion_blur.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
passthrough.frag Fix passthrough shader 2015-02-23 22:02:32 +01:00
pointlight.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
pointlight.vert Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
pointlightscatter.frag Minor optimization in pointlight scatter. 2018-12-23 23:31:22 +01:00
primitive2dlist.vert Batch glyph for quicker text rendering 2020-05-01 09:34:04 +08:00
screenquad.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
simple_particle.frag Use uniform rendering code for particle rendering 2022-09-09 09:41:32 +08:00
simple_particle.vert Fix sky particles rendering in modern gl3 too, see #2779 2022-10-17 09:33:51 +08:00
sky.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
sky.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
sp_alpha_test.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_decal.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_displace.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
sp_dynamic_night_bloom.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_ghost.frag Remove flat for hue_change 2018-02-02 21:17:24 +08:00
sp_grass_pass.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_grass_shadow.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_grass.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_normal_map.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_normal_visualizer.frag Fix normal visualizer 2017-12-29 00:52:29 +08:00
sp_normal_visualizer.geom Clean up debug visualization 2018-02-03 13:14:15 +08:00
sp_normal_visualizer.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_pass.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_road_blending.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_shadow_alpha_test.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
sp_shadow.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_skinning_shadow.vert Guarantee 2048 bones 2024-05-30 02:06:51 +08:00
sp_skinning.vert Guarantee 2048 bones 2024-05-30 02:06:51 +08:00
sp_solid.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_text_billboard.frag Port billboard text 2017-12-30 15:28:04 +08:00
sp_tilling_mitigation.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_transparent.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
sp_unlit.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_vertical_mapping.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sps_00_solid.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_01_normalmap.xml Use a special detail map shader for normal map (later) 2018-09-14 22:51:44 +08:00
sps_02_alphatest.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_03_decal.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_04_grass.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_05_unlit.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_06_alphablend.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_07_additive.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_08_ghost.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_09_dynamic_night_bloom.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_10_tillingMitigation.xml Remove unneeded skinned mesh version for tilling and vertical mapping shader 2018-04-12 16:35:25 +08:00
sps_11_verticalMapping.xml Remove unneeded skinned mesh version for tilling and vertical mapping shader 2018-04-12 16:35:25 +08:00
sps_12_roadBlending.xml Add more utilities to default shader function + make the road shader more optimized 2018-08-13 18:46:00 +02:00
ssao.frag declare some ssao.frag variables as highp to avoid precision issues (#4860) 2023-04-18 16:00:52 +08:00
sunlight.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sunlightshadow.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
texturedquad.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
texturedquad.vert Remove rotation uniform in gl shaders 2023-01-08 08:08:35 +08:00
tonemap.frag Remove !sRGB in shader which is always true now 2018-01-22 12:54:39 +08:00
transparent.frag Remove unneeded pow in transparent.frag 2022-09-08 15:24:40 +08:00
uniformcolortexturedquad.frag Already working GUI in shader-based pipeline 2016-06-25 15:10:53 +02:00
white.frag Remove all unused shaders 2018-01-12 19:10:55 +08:00