.. |
utils
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Use clamp instead of max(0, dot(normalized, normalized))
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2014-12-05 17:51:18 +01:00 |
bilateralH.comp
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Use texture instead of image in SSAO.
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2014-09-16 15:18:29 +02:00 |
bilateralH.frag
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Implement bilateral with fragment codepath.
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2014-06-22 18:04:46 +02:00 |
bilateralV.comp
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Use texture instead of image in SSAO.
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2014-09-16 15:18:29 +02:00 |
bilateralV.frag
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Implement bilateral with fragment codepath.
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2014-06-22 18:04:46 +02:00 |
billboard.frag
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Premultiply alpha for billboards.
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2014-05-10 20:49:30 +02:00 |
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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Fix bloom effect on mesa
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2014-10-07 00:00:16 +02:00 |
bloomblend.frag
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Revert "Force non negative value in bloom"
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2014-09-16 00:37:23 +02:00 |
bloompower.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
blurshadowH.comp
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Fixes
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2014-11-15 21:02:24 +01:00 |
blurshadowV.comp
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Fixes
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2014-11-15 21:02:24 +01:00 |
check.sh
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SVN messed up data/shaders in my branch. 76 files in local copy, 21 on SF. Re-adding folder to branch.
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2013-12-09 13:11:09 +00:00 |
color_levels.frag
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Add proper tonemap, although disabled.
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2014-04-21 01:52:44 +02:00 |
coloredquad.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +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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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
colortexturedquad.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
colortexturedquad.vert
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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
depthhistogram.comp
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Implement depth histogram to position cascade split
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2014-11-07 13:42:13 +01:00 |
detailledobject_pass2.frag
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Add the support for emit map. For the moment it's only for solid objects
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2014-11-22 15:59:22 +01:00 |
displace.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
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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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
farplane.vert
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
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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Modelise Beer Lambert absorption for fog
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2014-11-20 21:23:33 +01:00 |
frustrum.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
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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Modelise Beer Lambert absorption for fog
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2014-11-20 21:23:33 +01:00 |
gaussian6h.frag
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Use variable sigma for blur filter
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2014-11-10 21:32:04 +01:00 |
gaussian6v.comp
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Modelise Beer Lambert absorption for fog
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2014-11-20 21:23:33 +01:00 |
gaussian6v.frag
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Use variable sigma for blur filter
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2014-11-10 21:32:04 +01:00 |
gi.frag
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Rename some shader to improve their meaning
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2014-12-05 00:20:16 +01:00 |
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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Use ProjectionViewMatrix in glow_object.vert
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2014-09-17 02:12:28 +02:00 |
glow.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
godfade.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
godray.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
grass_pass2.frag
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Use clamp instead of max(0, dot(normalized, normalized))
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2014-12-05 17:51:18 +01:00 |
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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Avoid some useless computation in some vert shaders
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2014-09-05 23:41:12 +02:00 |
IBL.frag
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Implement specular IBL properly
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2014-12-05 16:42:49 +01:00 |
importance_sampling_specular.frag
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Implement specular IBL properly
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2014-12-05 16:42:49 +01:00 |
instanced_detailledobject_pass2.frag
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Add the support for emit map. For the moment it's only for solid objects
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2014-11-22 15:59:22 +01:00 |
instanced_grass_pass2.frag
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Use clamp instead of max(0, dot(normalized, normalized))
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2014-12-05 17:51:18 +01:00 |
instanced_grass.vert
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Fix grass in azdo mode
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2014-10-08 01:01:28 +02:00 |
instanced_normalmap.frag
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Move glossmap formula to getspecular shader
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2014-12-05 00:09:15 +01:00 |
instanced_object_pass1.frag
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Move glossmap formula to getspecular shader
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2014-12-05 00:09:15 +01:00 |
instanced_object_pass2.frag
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Add the support for emit map. For the moment it's only for solid objects
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2014-11-22 15:59:22 +01:00 |
instanced_object_pass.vert
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Fix an error when indirect instancing is not supported
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2014-12-01 01:46:50 +01:00 |
instanced_object_unlit.frag
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Implement runtime detection of srgb bindless fix
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2014-08-28 22:02:12 +02:00 |
instanced_objectpass_spheremap.frag
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Add the support for emit map. For the moment it's only for solid objects
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2014-11-22 15:59:22 +01:00 |
instanced_objectref_pass1.frag
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Move glossmap formula to getspecular shader
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2014-12-05 00:09:15 +01:00 |
instanced_objectref_pass2.frag
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Add the support for emit map. For the moment it's only for solid objects
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2014-11-22 15:59:22 +01:00 |
instanced_rsm.frag
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Gather object in instanced calls
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2014-09-02 23:23:23 +02:00 |
instanced_rsm.vert
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Gather object in instanced calls
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2014-09-02 23:23:23 +02:00 |
instanced_shadow.geom
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Use uvec2 instead of sampler2D
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2014-08-29 01:30:19 +02:00 |
instanced_shadowref.frag
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Tweak shadow blur
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2014-11-18 03:44:45 +01:00 |
instanciedgrassshadow.vert
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Use uvec2 instead of sampler2D
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2014-08-29 01:30:19 +02:00 |
instanciedshadow.vert
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Use uvec2 instead of sampler2D
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2014-08-29 01:30:19 +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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Add a description to the shader
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2014-11-12 01:22:33 +01:00 |
Lightspaceboundingbox.comp
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Prepare compute shader to stretch lightcoord
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2014-11-07 13:42:13 +01:00 |
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 |
logluminance.frag
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Revert "Some color are negative, clamp them in loglum"
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2014-04-22 18:18:18 +02:00 |
mipviz.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
mlaa_blend2.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_color1.frag
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MLAA: Use srgb for auxiliary buffer.
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2014-06-08 03:28:24 +02:00 |
MLAA_COPYING
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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
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2013-11-30 21:33:06 +00:00 |
mlaa_neigh3.frag
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Apply MLAA after color_in.
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2014-04-14 03:30:42 +02:00 |
mlaa_offset.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
motion_blur.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +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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Move glossmap formula to getspecular shader
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2014-12-05 00:09:15 +01:00 |
object_pass1.frag
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Move glossmap formula to getspecular shader
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2014-12-05 00:09:15 +01:00 |
object_pass2.frag
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Add the support for emit map. For the moment it's only for solid objects
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2014-11-22 15:59:22 +01:00 |
object_pass.vert
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Forget to add Tangent/BiTangent with pre 330
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2014-08-15 02:14:30 +02:00 |
object_unlit.frag
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Implement runtime detection of srgb bindless fix
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2014-08-28 22:02:12 +02:00 |
objectpass_spheremap.frag
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Add the support for emit map. For the moment it's only for solid objects
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2014-11-22 15:59:22 +01:00 |
objectref_pass1.frag
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Move glossmap formula to getspecular shader
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2014-12-05 00:09:15 +01:00 |
objectref_pass2.frag
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Add the support for emit map. For the moment it's only for solid objects
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2014-11-22 15:59:22 +01:00 |
particle.frag
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Port particle rendering shaders too.
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2014-08-13 21:04:03 +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.frag
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Add a function to query supported glsl ver
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2014-03-22 18:36:20 +01:00 |
pass.vert
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Add a function to query supported glsl ver
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2014-03-22 18:36:20 +01:00 |
pointemitter.vert
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Fix extra respawning particles
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2014-10-01 01:19:49 +02:00 |
pointlight.frag
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Use clamp instead of max(0, dot(normalized, normalized))
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2014-12-05 17:51:18 +01:00 |
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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Modelise Beer Lambert absorption for fog
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2014-11-20 21:23:33 +01:00 |
primitive2dlist.vert
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Fix position of speedmeter
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2014-10-17 18:51:41 +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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Add RH support
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2014-05-28 07:47:06 +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 |
shadowref.frag
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Tweak shadow blur
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2014-11-18 03:44:45 +01:00 |
skinning.vert
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Use an openGL 3.3 compatibility context when available.
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2014-02-12 22:16:10 +01:00 |
sky.frag
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Fix sky warp
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2014-10-02 02:53:31 +02:00 |
skybox.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
skybox.vert
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +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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Add the support for emit map. For the moment it's only for solid objects
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2014-11-22 15:59:22 +01:00 |
ssao.frag
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Make SSAO param changeable.
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2014-08-09 18:51:52 +02:00 |
sunlight.frag
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Use clamp instead of max(0, dot(normalized, normalized))
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2014-12-05 17:51:18 +01:00 |
sunlightshadow.frag
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Use clamp instead of max(0, dot(normalized, normalized))
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2014-12-05 17:51:18 +01:00 |
texturedquad.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
texturedquad.vert
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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
tonemap.frag
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enable vignette during races
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2014-11-03 21:53:44 +01:00 |
transparent.frag
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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
transparentfog.frag
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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
uniformcolortexturedquad.frag
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Add 50% transparency to minimap.
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2014-06-26 00:46:55 +02:00 |
untextured_object.frag
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Factorize getLightFactor
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2014-03-21 18:36:47 +01:00 |
volumetriclight.frag
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merge with trunk + try to adapt to the new blur system
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2014-11-12 00:08:21 +01:00 |
water.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
water.vert
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
white.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |