stk-code_catmod/data/shaders
2014-09-05 22:17:57 +02:00
..
utils Play with bindless textures 2014-08-22 23:48:28 +02:00
bilateralH.comp Implemented bilateral for compute path. 2014-06-22 18:04:45 +02:00
bilateralH.frag Implement bilateral with fragment codepath. 2014-06-22 18:04:46 +02:00
bilateralV.comp Implemented bilateral for compute path. 2014-06-22 18:04:45 +02:00
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 Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
bloomblend.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
bloompower.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
bubble.frag Shaders'outputs use premultiplied alphas 2014-04-03 14:46:35 +02:00
bubble.vert Fix bubble shader with glsl < 330. 2014-07-09 17:49:47 +02:00
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
detailledobject_pass2.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
diffuseenvmap.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
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 Port particle rendering shaders too. 2014-08-13 21:04:03 +02:00
fog.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
frustrum.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
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.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
gaussian6v.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
gi.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
glow_object.frag Fix glowobject frag shader 2014-09-05 22:17:57 +02:00
glow_object.vert Gather object in instanced calls 2014-09-02 23:23:23 +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 Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
grass_pass.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
header.txt Play with bindless textures 2014-08-22 23:48:28 +02:00
instanced_detailledobject_pass2.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
instanced_grass_pass2.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
instanced_grass.vert Read sampler from attributes. 2014-08-24 21:50:59 +02:00
instanced_normalmap.frag Read sampler from attributes. 2014-08-24 21:50:59 +02:00
instanced_object_pass1.frag Read sampler from attributes. 2014-08-24 21:50:59 +02:00
instanced_object_pass2.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
instanced_object_pass.vert Read sampler from attributes. 2014-08-24 21:50:59 +02:00
instanced_object_unlit.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
instanced_objectpass_spheremap.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
instanced_objectref_pass1.frag Read sampler from attributes. 2014-08-24 21:50:59 +02:00
instanced_objectref_pass2.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
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 Use uvec2 instead of sampler2D 2014-08-29 01:30:19 +02:00
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
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 Play with bindless textures 2014-08-22 23:48:28 +02:00
object_pass1.frag Play with bindless textures 2014-08-22 23:48:28 +02:00
object_pass2.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
object_pass.vert Forget to add Tangent/BiTangent with pre 330 2014-08-15 02:14:30 +02:00
object_unlit.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
objectpass_spheremap.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
objectref_pass1.frag Play with bindless textures 2014-08-22 23:48:28 +02:00
objectref_pass2.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
particle.frag Port particle rendering shaders too. 2014-08-13 21:04:03 +02:00
particle.vert Port particle rendering shaders too. 2014-08-13 21:04:03 +02:00
particlesimheightmap.vert Factorise attribute location of simulation program. 2014-08-13 22:26:52 +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 Factorise attribute location of simulation program. 2014-08-13 22:26:52 +02:00
pointlight.frag Port PointLight shader 2014-08-22 00:30:14 +02:00
pointlight.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
rh.frag Completly unroll the loop 2014-08-15 00:02:43 +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.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
skinning.vert Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
sky.frag Use an header included in every shaders. 2014-08-02 00:50:56 +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 Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
ssao.frag Make SSAO param changeable. 2014-08-09 18:51:52 +02:00
sunlight.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
sunlightshadow.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
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 Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
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
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