stk-code_catmod/data/shaders
2017-10-29 20:26:46 +01:00
..
irrlicht Better fix for missing transparency in GLES legacy pipeline 2017-03-08 23:17:03 +01:00
utils Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +02:00
alphatest_particle.frag Features completed cpu particle 2017-10-14 00:19:59 +08:00
alphatest_particle.vert Some fixes for some shader compiler 2017-10-20 09:25:43 +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 Increase the strenght of the lens dust 2015-07-27 02:00:34 +02:00
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 Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
coloredquad.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
colorize.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
colortexturedquad.frag Fix transparency of fallback characters 2015-02-21 18:06:27 +01:00
colortexturedquad.vert Option 1 for fixing android 4.4 2017-07-09 00:46:42 +08:00
degraded_ibl.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
detailed_object_pass2.frag Get rid of some srgb conversion in shader, see #2787 2017-02-13 10:06:35 +08:00
displace.frag Allow using animated texture with displace shader 2017-08-23 00:55:25 +08:00
dof.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
fog.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
frustrum.vert Frustrum shader is updated to new system 2014-12-11 01:19:17 +01:00
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
gi.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
glow_object.frag Fixed glow color issue when GL_ARB_draw_indirect extension is not available 2016-06-25 14:55:51 +02:00
glow_object.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
glow.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
godfade.frag GodRay use correct screencoord 2015-02-24 22:29:31 +01:00
godray.frag GodRay use correct screencoord 2015-02-24 22:29:31 +01:00
grass_pass2.frag Fix #2814 2017-08-09 13:00:09 +08:00
grass_pass.vert Fix #2814 2017-08-09 13:00:09 +08:00
header.txt Don't use SSBO for skinning 2017-10-22 01:31:15 +08:00
IBL.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
importance_sampling_specular.frag Revert "Try to fix ibl precision issue" 2014-12-14 02:48:47 +01:00
instanced_detailed_object_pass2.frag Get rid of some srgb conversion in shader, see #2787 2017-02-13 10:06:35 +08:00
instanced_grass_pass2.frag Fix #2814 2017-08-09 13:00:09 +08:00
instanced_grass.vert Fix #2814 2017-08-09 13:00:09 +08:00
instanced_grassshadow.vert Improved wind effect for vegetation 2017-03-12 21:35:48 +01:00
instanced_normalmap.frag Fix AZDO with colorization 2016-11-30 13:52:06 +08:00
instanced_object_pass1.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_object_pass2.frag Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +02:00
instanced_object_pass.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
instanced_object_unlit.frag Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +02:00
instanced_objectpass_spheremap.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_objectref_pass1.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_objectref_pass2.frag Use texture buffer (texture2d in gles) for skinning 2017-10-19 13:31:07 +08:00
instanced_rsm.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_rsm.vert 4 bindless textures + texture translation + colorization in vao 2016-11-28 10:47:14 +08:00
instanced_shadow.geom Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_shadow.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
instanced_shadowref.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_skinning_shadow.vert Use a trick to make skinned mesh shader branchless 2017-10-22 13:03:45 +08:00
instanced_skinning.vert Use a trick to make skinned mesh shader branchless 2017-10-22 13:03:45 +08:00
layertexturequad.frag Add a way to display shadow map. 2014-06-08 22:18:32 +02:00
lensblend.frag put into comment the blue lens flare if we need in the future 2015-07-26 01:51:28 +02:00
lightning.frag Implement lightning effect using shaders 2015-10-31 01:00:48 +01:00
Lightspaceboundingbox.comp Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
linearizedepth.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
mlaa_blend2.frag Fixed MLAA in GLES renderer. 2016-12-23 15:12:16 +01:00
mlaa_color1.frag Do not use extra uv for mlaa 2015-02-24 22:08:49 +01:00
MLAA_COPYING
mlaa_neigh3.frag Do not use extra uv for mlaa 2015-02-24 22:08:49 +01:00
motion_blur.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
normal_visualizer.geom Normalize normals in normal view. 2014-08-09 21:24:50 +02:00
normalmap.frag Add the remaining shaders for GL3 hardware skinning 2016-12-15 15:55:14 +08:00
object_pass1.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
object_pass2.frag Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +02:00
object_pass.vert Allow using animated texture with displace shader 2017-08-23 00:55:25 +08:00
object_unlit.frag Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +02:00
objectpass_spheremap.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
objectref_pass1.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
objectref_pass2.frag Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +02:00
pass_gles.frag Already working GUI in shader-based pipeline 2016-06-25 15:10:53 +02:00
pass_gles.vert Declare precision also in vertex shaders in GLES renderer. 2016-08-26 10:35:48 +02:00
pass.frag Add a function to query supported glsl ver 2014-03-22 18:36:20 +01:00
pass.vert Add a function to query supported glsl ver 2014-03-22 18:36:20 +01:00
passthrough.frag Fix passthrough shader 2015-02-23 22:02:32 +01:00
pointlight.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
pointlight.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
pointlightscatter.frag Some fixes 2016-06-27 13:39:20 +02:00
primitive2dlist.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
rh.frag GI use sun color value 2014-10-06 22:51:41 +02:00
rhdebug.frag Fix GI 2014-08-07 22:32:42 +02:00
rhdebug.vert Minor improvements for non-instanced shaders 2016-12-23 19:22:30 +08:00
rhpassthrough.geom removed useless varying in rhpassthrough.geom shader 2015-10-05 21:22:22 +02:00
rsm.frag Add Splatting RSM shader type. 2014-08-08 01:07:55 +02:00
rsm.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
screenquad.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
shadow_grass.vert Improved wind effect for vegetation 2017-03-12 21:35:48 +01:00
shadow.frag Tweak shadow blur 2014-11-18 03:44:45 +01:00
shadow.geom Make use of gl_amd_vertex_shader_layer when available 2014-05-08 01:16:02 +02:00
shadow.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
shadowmatrixgeneration.comp Start working on proper SDSM 2015-02-23 22:35:53 +01:00
shadowref.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
simple_particle.frag Fix #2427 2017-10-15 19:14:07 +08:00
simple_particle.vert Some fixes for some shader compiler 2017-10-20 09:25:43 +08:00
skinning_shadow.vert Use a trick to make skinned mesh shader branchless 2017-10-22 13:03:45 +08:00
skinning.vert Use a trick to make skinned mesh shader branchless 2017-10-22 13:03:45 +08:00
sky.frag Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
sky.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
slicedscreenquad_nvworkaround.vert Try a fix for nvidia and GI 2014-08-14 21:26:16 +02:00
slicedscreenquad.vert Try a fix for nvidia and GI 2014-08-14 21:26:16 +02:00
splatting_rsm.frag Add Splatting RSM shader type. 2014-08-08 01:07:55 +02:00
splatting.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
ssao.frag Apply ssao fix from master 2016-06-30 00:50:33 +02:00
sunlight.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
sunlightshadow.frag Better fix for shadow acne 2017-10-29 20:26:46 +01:00
sunlightshadowesm.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
texturedquad.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
texturedquad.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
tfb_dummy.frag Added missing file 2016-06-27 23:06:48 +02:00
tonemap.frag Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +02:00
transparent.frag And a correct ifdef for bindless texture 2016-11-30 15:00:08 +08:00
transparentfog.frag And a correct ifdef for bindless texture 2016-11-30 15:00:08 +08:00
uniformcolortexturedquad.frag Already working GUI in shader-based pipeline 2016-06-25 15:10:53 +02:00
untextured_object.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
volumetriclight.frag And a correct ifdef for bindless texture 2016-11-30 15:00:08 +08:00
white.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00