stk-code_catmod/data/shaders
2016-07-11 23:23:02 +02:00
..
irrlicht Initial linux version. 2016-06-24 02:47:13 +02:00
utils Some fixes 2016-06-27 13:39:20 +02:00
bilateralH.comp Fixed compute shaders on mesa. 2016-05-03 21:48:21 +02:00
bilateralH.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
bilateralV.comp Fixed compute shaders on mesa. 2016-05-03 21:48:21 +02:00
bilateralV.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
billboard.frag Fix billboard transparency 2015-02-19 00:44:21 +01:00
billboard.vert Port stkbillboard to singleton shader 2014-08-07 00:52:44 +02:00
bloom.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
bloomblend.frag Increase the strenght of the lens dust 2015-07-27 02:00:34 +02:00
blurshadowH.comp Fixed compute shaders on mesa. 2016-05-03 21:48:21 +02:00
blurshadowV.comp Fixed compute shaders on mesa. 2016-05-03 21:48:21 +02:00
coloredquad.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
coloredquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
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 Port UI shaders. 2014-08-13 20:25:56 +02:00
degraded_ibl.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
detailed_object_pass2.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
displace.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
displace.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
dof.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
flipparticle.vert Properly reapply HD3000 particle fix 2014-09-10 18:57:40 +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 Fixed compute shaders on mesa. 2016-05-03 21:48:21 +02:00
gaussian6h.frag Some fixes 2016-06-27 13:39:20 +02:00
gaussian6v.comp Fixed compute shaders on mesa. 2016-05-03 21:48:21 +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 Fix glowobject frag shader 2014-09-05 22:17:57 +02:00
glow_object.vert Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
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 Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
grass_pass.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
header.txt Used #ifndef in header.txt 2014-12-27 03:21:55 +01:00
IBL.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +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 Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_grass_pass2.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_grass.vert Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_normalmap.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_object_pass1.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_object_pass2.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_object_pass.vert Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_object_unlit.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
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 Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_rsm.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_rsm.vert Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_shadow.geom Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_shadowref.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanciedgrassshadow.vert Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanciedshadow.vert Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
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 Do not use extra uv for mlaa 2015-02-24 22:08:49 +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 Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
object_pass1.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
object_pass2.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
object_pass.vert Restore previous version of object pass shader. 2016-07-05 01:10:53 +02:00
object_unlit.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
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 Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
particle.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
particle.vert Fix particle for hd3000 2014-09-10 01:42:51 +02:00
particlesimheightmap.vert Fix particle for hd3000 2014-09-10 01:42:51 +02:00
pass_gles.frag Already working GUI in shader-based pipeline 2016-06-25 15:10:53 +02:00
pass_gles.vert Already working GUI in shader-based pipeline 2016-06-25 15:10:53 +02:00
pass.frag
pass.vert
passthrough.frag Fix passthrough shader 2015-02-23 22:02:32 +01:00
pointemitter.vert Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
pointlight.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +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 Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
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 Fix GI 2014-08-07 22:32:42 +02:00
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 Add Splatting RSM shader type. 2014-08-08 01:07:55 +02:00
screenquad.vert Factorize FullScreen shaders invocations. 2014-08-13 02:01:29 +02:00
shadow_grass.vert Use one call for each shadow cascade instead of a big one. 2014-08-26 21:56:16 +02:00
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 one call for each shadow cascade instead of a big one. 2014-08-26 21:56:16 +02:00
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
skinning.vert
sky.frag Add a workaround for skybox. 2016-05-08 21:39:50 +02:00
sky.vert Use a fullscreen pass for skybox 2015-01-15 20:50:19 +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 Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
sunlightshadow.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
sunlightshadowesm.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
texturedquad.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
texturedquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
tfb_dummy.frag Added missing file 2016-06-27 23:06:48 +02:00
tonemap.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
transparent.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
transparentfog.frag Revert "Fixed a grass being too dark in some places." 2016-07-09 02:20:06 +02:00
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 Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
white.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00