stk-code_catmod/data/shaders
2014-12-14 21:39:18 +01:00
..
utils Clean up sunlight shader + factorize diffusebrdf 2014-12-14 21:39:18 +01:00
bilateralH.comp Fix image format for bilateral blur 2014-12-13 22:28:16 +01:00
bilateralH.frag Implement bilateral with fragment codepath. 2014-06-22 18:04:46 +02:00
bilateralV.comp Fix image format for bilateral blur 2014-12-13 22:28:16 +01:00
bilateralV.frag Implement bilateral with fragment codepath. 2014-06-22 18:04:46 +02:00
billboard.frag Premultiply alpha for billboards. 2014-05-10 20:49:30 +02:00
billboard.vert Port stkbillboard to singleton shader 2014-08-07 00:52:44 +02:00
bloom.frag Fix bloom effect on mesa 2014-10-07 00:00:16 +02:00
bloomblend.frag Revert "Force non negative value in bloom" 2014-09-16 00:37:23 +02:00
bloompower.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
blurshadowH.comp Same for shadow blur pass 2014-12-09 18:54:27 +01:00
blurshadowV.comp Same for shadow blur pass 2014-12-09 18:54:27 +01:00
check.sh SVN messed up data/shaders in my branch. 76 files in local copy, 21 on SF. Re-adding folder to branch. 2013-12-09 13:11:09 +00:00
color_levels.frag Add proper tonemap, although disabled. 2014-04-21 01:52:44 +02:00
coloredquad.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
coloredquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
colorize.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
colortexturedquad.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
colortexturedquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
depthhistogram.comp Implement depth histogram to position cascade split 2014-11-07 13:42:13 +01:00
detailledobject_pass2.frag Add the support for emit map. For the moment it's only for solid objects 2014-11-22 15:59:22 +01:00
displace.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
displace.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
dof.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
farplane.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
flipparticle.vert Properly reapply HD3000 particle fix 2014-09-10 18:57:40 +02:00
fog.frag Modelise Beer Lambert absorption for fog 2014-11-20 21:23:33 +01:00
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 Precompute coefficient in gaussian blur pass 2014-12-09 18:43:48 +01:00
gaussian6h.frag Use variable sigma for blur filter 2014-11-10 21:32:04 +01:00
gaussian6v.comp Precompute coefficient in gaussian blur pass 2014-12-09 18:43:48 +01:00
gaussian6v.frag Use variable sigma for blur filter 2014-11-10 21:32:04 +01:00
gi.frag Rename some shader to improve their meaning 2014-12-05 00:20:16 +01:00
glow_object.frag Fix glowobject frag shader 2014-09-05 22:17:57 +02:00
glow_object.vert Use ProjectionViewMatrix in glow_object.vert 2014-09-17 02:12:28 +02:00
glow.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
godfade.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
godray.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
grass_pass2.frag Use clamp instead of max(0, dot(normalized, normalized)) 2014-12-05 17:51:18 +01:00
grass_pass.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
header.txt Avoid some useless computation in some vert shaders 2014-09-05 23:41:12 +02:00
IBL.frag Tweak IBL 2014-12-08 19:36:23 +01:00
importance_sampling_specular.frag Revert "Try to fix ibl precision issue" 2014-12-14 02:48:47 +01:00
instanced_detailledobject_pass2.frag Add the support for emit map. For the moment it's only for solid objects 2014-11-22 15:59:22 +01:00
instanced_grass_pass2.frag Use clamp instead of max(0, dot(normalized, normalized)) 2014-12-05 17:51:18 +01:00
instanced_grass.vert Fix grass in azdo mode 2014-10-08 01:01:28 +02:00
instanced_normalmap.frag Move glossmap formula to getspecular shader 2014-12-05 00:09:15 +01:00
instanced_object_pass1.frag Move glossmap formula to getspecular shader 2014-12-05 00:09:15 +01:00
instanced_object_pass2.frag Add the support for emit map. For the moment it's only for solid objects 2014-11-22 15:59:22 +01:00
instanced_object_pass.vert Fix an error when indirect instancing is not supported 2014-12-01 01:46:50 +01:00
instanced_object_unlit.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
instanced_objectpass_spheremap.frag Add the support for emit map. For the moment it's only for solid objects 2014-11-22 15:59:22 +01:00
instanced_objectref_pass1.frag Move glossmap formula to getspecular shader 2014-12-05 00:09:15 +01:00
instanced_objectref_pass2.frag Add the support for emit map. For the moment it's only for solid objects 2014-11-22 15:59:22 +01:00
instanced_rsm.frag Gather object in instanced calls 2014-09-02 23:23:23 +02:00
instanced_rsm.vert Gather object in instanced calls 2014-09-02 23:23:23 +02:00
instanced_shadow.geom Use uvec2 instead of sampler2D 2014-08-29 01:30:19 +02:00
instanced_shadowref.frag Tweak shadow blur 2014-11-18 03:44:45 +01:00
instanciedgrassshadow.vert Use uvec2 instead of sampler2D 2014-08-29 01:30:19 +02:00
instanciedshadow.vert Use uvec2 instead of sampler2D 2014-08-29 01:30:19 +02:00
layertexturequad.frag Add a way to display shadow map. 2014-06-08 22:18:32 +02:00
lensblend.frag Add a description to the shader 2014-11-12 01:22:33 +01:00
Lightspaceboundingbox.comp Prepare compute shader to stretch lightcoord 2014-11-07 13:42:13 +01:00
linearizedepth.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
logluminance.frag Revert "Some color are negative, clamp them in loglum" 2014-04-22 18:18:18 +02:00
mipviz.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
mlaa_blend2.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
mlaa_color1.frag MLAA: Use srgb for auxiliary buffer. 2014-06-08 03:28:24 +02:00
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 Apply MLAA after color_in. 2014-04-14 03:30:42 +02:00
mlaa_offset.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
motion_blur.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
normal_visualizer.geom Normalize normals in normal view. 2014-08-09 21:24:50 +02:00
normalmap.frag Move glossmap formula to getspecular shader 2014-12-05 00:09:15 +01:00
object_pass1.frag Move glossmap formula to getspecular shader 2014-12-05 00:09:15 +01:00
object_pass2.frag Add the support for emit map. For the moment it's only for solid objects 2014-11-22 15:59:22 +01:00
object_pass.vert Port colored lines too 2014-12-11 01:44:58 +01:00
object_unlit.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
objectpass_spheremap.frag Add the support for emit map. For the moment it's only for solid objects 2014-11-22 15:59:22 +01:00
objectref_pass1.frag Move glossmap formula to getspecular shader 2014-12-05 00:09:15 +01:00
objectref_pass2.frag Add the support for emit map. For the moment it's only for solid objects 2014-11-22 15:59:22 +01:00
particle.frag Port particle rendering shaders too. 2014-08-13 21:04:03 +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.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
pointemitter.vert Fix extra respawning particles 2014-10-01 01:19:49 +02:00
pointlight.frag Clean up sunlight shader + factorize diffusebrdf 2014-12-14 21:39:18 +01:00
pointlight.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
pointlightscatter.frag Modelise Beer Lambert absorption for fog 2014-11-20 21:23:33 +01:00
primitive2dlist.vert Fix position of speedmeter 2014-10-17 18:51:41 +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 Add RH support 2014-05-28 07:47:06 +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
shadowref.frag Tweak shadow blur 2014-11-18 03:44:45 +01:00
skinning.vert Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
sky.frag Fix sky warp 2014-10-02 02:53:31 +02:00
skybox.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
skybox.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +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 Add the support for emit map. For the moment it's only for solid objects 2014-11-22 15:59:22 +01:00
ssao.frag Make SSAO param changeable. 2014-08-09 18:51:52 +02:00
sunlight.frag Clean up sunlight shader + factorize diffusebrdf 2014-12-14 21:39:18 +01:00
sunlightshadow.frag Clean up sunlight shader + factorize diffusebrdf 2014-12-14 21:39:18 +01:00
texturedquad.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
texturedquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
tonemap.frag Cleanup tonemap shader 2014-12-07 21:27:26 +01:00
transparent.frag Play with bindless textures 2014-08-22 23:48:28 +02:00
transparentfog.frag Play with bindless textures 2014-08-22 23:48:28 +02:00
uniformcolortexturedquad.frag Add 50% transparency to minimap. 2014-06-26 00:46:55 +02:00
untextured_object.frag Factorize getLightFactor 2014-03-21 18:36:47 +01:00
volumetriclight.frag merge with trunk + try to adapt to the new blur system 2014-11-12 00:08:21 +01:00
water.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
water.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
white.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00