stk-code_catmod/data/shaders
2018-06-22 23:48:00 +02:00
..
irrlicht Better fix for missing transparency in GLES legacy pipeline 2017-03-08 23:17:03 +01:00
utils Add a mitigation for tilling textures. Very usefull for terrains, etc 2018-04-07 04:11:11 +02:00
alphatest_particle.frag Features completed cpu particle 2017-10-14 00:19:59 +08:00
alphatest_particle.vert Remove !sRGB in shader which is always true now 2018-01-22 12:54:39 +08:00
bilateralH.comp
bilateralH.frag
bilateralV.comp
bilateralV.frag
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
blurshadowV.comp
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
colortexturedquad.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
colortexturedquad.vert Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
combine_diffuse_color.frag Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
degraded_ibl.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
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
gaussian3v.frag
gaussian6h.comp
gaussian6h.frag
gaussian6v.comp
gaussian6v.frag
glow.frag
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 Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
importance_sampling_specular.frag
layertexturequad.frag
lensblend.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
lightning.frag
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
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
pointlight.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
pointlight.vert Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
pointlightscatter.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
primitive2dlist.vert Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
screenquad.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
simple_particle.frag Remove unneeded flat out 2018-02-03 00:21:59 +08:00
simple_particle.vert Remove unneeded flat out 2018-02-03 00:21:59 +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 Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
sp_decal.frag Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
sp_displace.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
sp_dynamic_night_bloom.frag Add a shader to use the day/night cycle for lamps, etc 2018-02-27 23:38:28 +01:00
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 Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
sp_normal_map.frag Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
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 GLES 2018-04-20 17:01:59 +08:00
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 Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_skinning.vert Allow to use skinning without tbo 2018-06-22 23:48:00 +02:00
sp_solid.frag Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
sp_text_billboard.frag Port billboard text 2017-12-30 15:28:04 +08:00
sp_tilling_mitigation.frag Add a mitigation for tilling textures. Very usefull for terrains, etc 2018-04-07 04:11:11 +02:00
sp_transparent.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
sp_unlit.frag Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
sp_vertical_mapping.frag Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something) 2018-04-07 22:16:43 +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 2 digits for shader order 2018-04-12 16:31:01 +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 Remove unneeded skinned mesh shader for road blending shader 2018-04-19 11:49:38 +08:00
ssao.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
sunlight.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
sunlightshadow.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
texturedquad.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
texturedquad.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
tonemap.frag Remove !sRGB in shader which is always true now 2018-01-22 12:54:39 +08:00
transparent.frag And a correct ifdef for bindless texture 2016-11-30 15:00:08 +08:00
uniformcolortexturedquad.frag
white.frag Remove all unused shaders 2018-01-12 19:10:55 +08:00