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irrlicht
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Initial linux version.
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2016-06-24 02:47:13 +02:00 |
utils
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Some fixes
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2016-06-27 13:39:20 +02:00 |
bilateralH.comp
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Fixed compute shaders on mesa.
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2016-05-03 21:48:21 +02:00 |
bilateralH.frag
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Fixes in more shaders
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2016-06-28 21:55:51 +02:00 |
bilateralV.comp
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Fixed compute shaders on mesa.
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2016-05-03 21:48:21 +02:00 |
bilateralV.frag
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Fixes in more shaders
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2016-06-28 21:55:51 +02:00 |
billboard.frag
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Fix billboard transparency
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2015-02-19 00:44:21 +01:00 |
billboard.vert
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Port stkbillboard to singleton shader
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2014-08-07 00:52:44 +02:00 |
bloom.frag
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Fixes in more shaders
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2016-06-28 21:55:51 +02:00 |
bloomblend.frag
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Increase the strenght of the lens dust
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2015-07-27 02:00:34 +02:00 |
blurshadowH.comp
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Fixed compute shaders on mesa.
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2016-05-03 21:48:21 +02:00 |
blurshadowV.comp
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Fixed compute shaders on mesa.
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2016-05-03 21:48:21 +02:00 |
coloredquad.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
coloredquad.vert
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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
colorize.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
colortexturedquad.frag
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Fix transparency of fallback characters
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2015-02-21 18:06:27 +01:00 |
colortexturedquad.vert
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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
degraded_ibl.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
detailed_object_pass2.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
displace.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
displace.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
dof.frag
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Fixes in more shaders
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2016-06-28 21:55:51 +02:00 |
flipparticle.vert
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Properly reapply HD3000 particle fix
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2014-09-10 18:57:40 +02:00 |
fog.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
frustrum.vert
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Frustrum shader is updated to new system
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2014-12-11 01:19:17 +01:00 |
gaussian3h.frag
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Use a big triangle instead of 2 to cover full screen.
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2014-06-03 19:56:59 +02:00 |
gaussian3v.frag
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Use a big triangle instead of 2 to cover full screen.
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2014-06-03 19:56:59 +02:00 |
gaussian6h.comp
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Fixed compute shaders on mesa.
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2016-05-03 21:48:21 +02:00 |
gaussian6h.frag
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Some fixes
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2016-06-27 13:39:20 +02:00 |
gaussian6v.comp
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Fixed compute shaders on mesa.
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2016-05-03 21:48:21 +02:00 |
gaussian6v.frag
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Some fixes
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2016-06-27 13:39:20 +02:00 |
gi.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
glow_object.frag
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Fix glowobject frag shader
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2014-09-05 22:17:57 +02:00 |
glow_object.vert
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
glow.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
godfade.frag
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GodRay use correct screencoord
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2015-02-24 22:29:31 +01:00 |
godray.frag
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GodRay use correct screencoord
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2015-02-24 22:29:31 +01:00 |
grass_pass2.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
grass_pass.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
header.txt
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Used #ifndef in header.txt
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2014-12-27 03:21:55 +01:00 |
IBL.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
importance_sampling_specular.frag
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Revert "Try to fix ibl precision issue"
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2014-12-14 02:48:47 +01:00 |
instanced_detailed_object_pass2.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_grass_pass2.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_grass.vert
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_normalmap.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_object_pass1.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_object_pass2.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_object_pass.vert
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_object_unlit.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_objectpass_spheremap.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_objectref_pass1.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_objectref_pass2.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_rsm.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_rsm.vert
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_shadow.geom
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_shadowref.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanciedgrassshadow.vert
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanciedshadow.vert
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
layertexturequad.frag
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Add a way to display shadow map.
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2014-06-08 22:18:32 +02:00 |
lensblend.frag
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put into comment the blue lens flare if we need in the future
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2015-07-26 01:51:28 +02:00 |
lightning.frag
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Implement lightning effect using shaders
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2015-10-31 01:00:48 +01:00 |
Lightspaceboundingbox.comp
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
linearizedepth.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
mlaa_blend2.frag
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Do not use extra uv for mlaa
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2015-02-24 22:08:49 +01:00 |
mlaa_color1.frag
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Do not use extra uv for mlaa
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2015-02-24 22:08:49 +01:00 |
MLAA_COPYING
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mlaa_neigh3.frag
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Do not use extra uv for mlaa
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2015-02-24 22:08:49 +01:00 |
motion_blur.frag
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Fixes in more shaders
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2016-06-28 21:55:51 +02:00 |
normal_visualizer.geom
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Normalize normals in normal view.
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2014-08-09 21:24:50 +02:00 |
normalmap.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
object_pass1.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
object_pass2.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
object_pass.vert
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Restore previous version of object pass shader.
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2016-07-05 01:10:53 +02:00 |
object_unlit.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
objectpass_spheremap.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
objectref_pass1.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
objectref_pass2.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
particle.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
particle.vert
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Fix particle for hd3000
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2014-09-10 01:42:51 +02:00 |
particlesimheightmap.vert
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Fix particle for hd3000
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2014-09-10 01:42:51 +02:00 |
pass_gles.frag
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Already working GUI in shader-based pipeline
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2016-06-25 15:10:53 +02:00 |
pass_gles.vert
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Already working GUI in shader-based pipeline
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2016-06-25 15:10:53 +02:00 |
pass.frag
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pass.vert
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passthrough.frag
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Fix passthrough shader
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2015-02-23 22:02:32 +01:00 |
pointemitter.vert
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
pointlight.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
pointlight.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
pointlightscatter.frag
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Some fixes
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2016-06-27 13:39:20 +02:00 |
primitive2dlist.vert
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
rh.frag
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GI use sun color value
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2014-10-06 22:51:41 +02:00 |
rhdebug.frag
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Fix GI
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2014-08-07 22:32:42 +02:00 |
rhdebug.vert
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Fix GI
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2014-08-07 22:32:42 +02:00 |
rhpassthrough.geom
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removed useless varying in rhpassthrough.geom shader
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2015-10-05 21:22:22 +02:00 |
rsm.frag
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Add Splatting RSM shader type.
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2014-08-08 01:07:55 +02:00 |
rsm.vert
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Add Splatting RSM shader type.
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2014-08-08 01:07:55 +02:00 |
screenquad.vert
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Factorize FullScreen shaders invocations.
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2014-08-13 02:01:29 +02:00 |
shadow_grass.vert
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Use one call for each shadow cascade instead of a big one.
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2014-08-26 21:56:16 +02:00 |
shadow.frag
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Tweak shadow blur
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2014-11-18 03:44:45 +01:00 |
shadow.geom
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Make use of gl_amd_vertex_shader_layer when available
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2014-05-08 01:16:02 +02:00 |
shadow.vert
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Use one call for each shadow cascade instead of a big one.
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2014-08-26 21:56:16 +02:00 |
shadowmatrixgeneration.comp
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Start working on proper SDSM
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2015-02-23 22:35:53 +01:00 |
shadowref.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
skinning.vert
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sky.frag
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Add a workaround for skybox.
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2016-05-08 21:39:50 +02:00 |
sky.vert
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Use a fullscreen pass for skybox
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2015-01-15 20:50:19 +01:00 |
slicedscreenquad_nvworkaround.vert
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Try a fix for nvidia and GI
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2014-08-14 21:26:16 +02:00 |
slicedscreenquad.vert
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Try a fix for nvidia and GI
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2014-08-14 21:26:16 +02:00 |
splatting_rsm.frag
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Add Splatting RSM shader type.
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2014-08-08 01:07:55 +02:00 |
splatting.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
ssao.frag
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Apply ssao fix from master
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2016-06-30 00:50:33 +02:00 |
sunlight.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
sunlightshadow.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
sunlightshadowesm.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
texturedquad.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
texturedquad.vert
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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
tfb_dummy.frag
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Added missing file
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2016-06-27 23:06:48 +02:00 |
tonemap.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
transparent.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
transparentfog.frag
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Revert "Fixed a grass being too dark in some places."
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2016-07-09 02:20:06 +02:00 |
uniformcolortexturedquad.frag
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Already working GUI in shader-based pipeline
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2016-06-25 15:10:53 +02:00 |
untextured_object.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
volumetriclight.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
white.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |