.. |
utils
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When there are 8 lod level, 7 is the max
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2015-01-15 19:52:48 +01:00 |
bilateralH.comp
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Make bloom less pixelated using Intel doc
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2015-02-23 21:41:22 +01:00 |
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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Make bloom less pixelated using Intel doc
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2015-02-23 21:41:22 +01:00 |
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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Fix billboard transparency
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2015-02-19 00:44:21 +01:00 |
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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Make bloom less pixelated using Intel doc
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2015-02-23 21:41:22 +01:00 |
blurshadowH.comp
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Same for shadow blur pass
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2014-12-09 18:54:27 +01:00 |
blurshadowV.comp
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Same for shadow blur pass
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2014-12-09 18:54:27 +01:00 |
coloredquad.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +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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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
colortexturedquad.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
colortexturedquad.vert
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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
degraded_ibl.frag
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First part of #1988 fix
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2015-02-22 20:31:14 +01:00 |
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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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
displace.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
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 |
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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Split scattering function in ambiant/point light part
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2015-01-24 20:00:04 +01:00 |
frustrum.vert
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Frustrum shader is updated to new system
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2014-12-11 01:19:17 +01:00 |
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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Make bloom less pixelated using Intel doc
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2015-02-23 21:41:22 +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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Make bloom less pixelated using Intel doc
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2015-02-23 21:41:22 +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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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
godfade.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
godray.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
grass_pass2.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +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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Used #ifndef in header.txt
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2014-12-27 03:21:55 +01:00 |
IBL.frag
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Tweak IBL
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2014-12-08 19:36:23 +01:00 |
importance_sampling_specular.frag
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Revert "Try to fix ibl precision issue"
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2014-12-14 02:48:47 +01:00 |
instanced_detailledobject_pass2.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_grass_pass2.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_grass.vert
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_normalmap.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_object_pass1.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_object_pass2.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_object_pass.vert
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Fix tangent/bitangent computation
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2015-01-12 23:01:35 +01:00 |
instanced_object_unlit.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_objectpass_spheremap.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_objectref_pass1.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_objectref_pass2.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_rsm.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_rsm.vert
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_shadow.geom
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_shadowref.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanciedgrassshadow.vert
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanciedshadow.vert
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
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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Make bloom less pixelated using Intel doc
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2015-02-23 21:41:22 +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 |
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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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
object_pass1.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
object_pass2.frag
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Merge branch 'master' of https://github.com/supertuxkart/stk-code
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2014-12-21 09:58:06 +01:00 |
object_pass.vert
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Fix tangent/bitangent computation
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2015-01-12 23:01:35 +01:00 |
object_unlit.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
objectpass_spheremap.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
objectref_pass1.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
objectref_pass2.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +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 |
passthrough.frag
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Fix passthrough shader
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2015-02-23 22:02:32 +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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Clean up sunlight shader + factorize diffusebrdf
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2014-12-14 21:39:18 +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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Do not undefine builtin macros.
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2014-12-18 22:09:14 +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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Use a fullscreen pass for skybox
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2015-01-15 20:50:19 +01:00 |
sky.vert
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Use a fullscreen pass for skybox
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2015-01-15 20:50:19 +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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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
ssao.frag
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Clamp lod level in SSAO shader later.
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2015-01-12 22:47:53 +01:00 |
sunlight.frag
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Factorise MRP
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2014-12-27 03:22:06 +01:00 |
sunlightshadow.frag
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Allow to reduce shadow resolution
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2015-01-11 00:45:38 +01:00 |
sunlightshadowesm.frag
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Add a ESM/PCF switch
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2015-01-01 20:06:34 +01:00 |
texturedquad.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +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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Cleanup tonemap shader
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2014-12-07 21:27:26 +01:00 |
transparent.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
transparentfog.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
uniformcolortexturedquad.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
untextured_object.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
volumetriclight.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
white.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |