stk-code_catmod/data/shaders
Benau 23a1b08efe Allow normal map karts to be used in ghost race
Also split ghost karts out of additive shader, so fixed issues like
"drivers are facing backwards", "water in abyss affects ghost karts"

Todo: maybe transparency depend on current track color?
2016-10-16 15:40:40 +08:00
..
irrlicht Initial linux version. 2016-06-24 02:47:13 +02:00
utils Merge remote-tracking branch 'origin/master' into gles 2016-07-11 23:43:10 +02:00
bilateralH.comp Fixed compute shaders on mesa. 2016-05-03 21:48:21 +02:00
bilateralH.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
bilateralV.comp Fixed compute shaders on mesa. 2016-05-03 21:48:21 +02:00
bilateralV.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
billboard.frag Fix billboard transparency 2015-02-19 00:44:21 +01:00
billboard.vert Port stkbillboard to singleton shader 2014-08-07 00:52:44 +02:00
bloom.frag Fixed bloom with scale_rtts_factor parameter. 2016-08-15 08:46:02 +02:00
bloomblend.frag Increase the strenght of the lens dust 2015-07-27 02:00:34 +02:00
blurshadowH.comp Fixed compute shaders on mesa. 2016-05-03 21:48:21 +02:00
blurshadowV.comp Fixed compute shaders on mesa. 2016-05-03 21:48:21 +02:00
coloredquad.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
coloredquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
colorize.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
colortexturedquad.frag Fix transparency of fallback characters 2015-02-21 18:06:27 +01:00
colortexturedquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
degraded_ibl.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
detailed_object_pass2.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
displace.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
displace.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
dof.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
flipparticle.vert Properly reapply HD3000 particle fix 2014-09-10 18:57:40 +02:00
fog.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
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 Fixed compute shaders on mesa. 2016-05-03 21:48:21 +02:00
gaussian6h.frag Some fixes 2016-06-27 13:39:20 +02:00
gaussian6v.comp Fixed compute shaders on mesa. 2016-05-03 21:48:21 +02:00
gaussian6v.frag Some fixes 2016-06-27 13:39:20 +02:00
ghost_karts.frag Allow normal map karts to be used in ghost race 2016-10-16 15:40:40 +08:00
gi.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
glow_object.frag Fix glowobject frag shader 2014-09-05 22:17:57 +02:00
glow_object.vert Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
glow.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
godfade.frag GodRay use correct screencoord 2015-02-24 22:29:31 +01:00
godray.frag GodRay use correct screencoord 2015-02-24 22:29:31 +01:00
grass_pass2.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
grass_pass.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
header.txt Used #ifndef in header.txt 2014-12-27 03:21:55 +01:00
IBL.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
importance_sampling_specular.frag Revert "Try to fix ibl precision issue" 2014-12-14 02:48:47 +01:00
instanced_detailed_object_pass2.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_grass_pass2.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_grass.vert Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_normalmap.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_object_pass1.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_object_pass2.frag Merge remote-tracking branch 'origin/master' into colorful_track_object 2016-07-15 09:27:59 +08:00
instanced_object_pass.vert Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_object_unlit.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_objectpass_spheremap.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_objectref_pass1.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_objectref_pass2.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_rsm.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_rsm.vert Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanced_shadow.geom Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_shadowref.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanciedgrassshadow.vert Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
instanciedshadow.vert Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
layertexturequad.frag Add a way to display shadow map. 2014-06-08 22:18:32 +02:00
lensblend.frag put into comment the blue lens flare if we need in the future 2015-07-26 01:51:28 +02:00
lightning.frag Implement lightning effect using shaders 2015-10-31 01:00:48 +01:00
Lightspaceboundingbox.comp Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
linearizedepth.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
mlaa_blend2.frag Do not use extra uv for mlaa 2015-02-24 22:08:49 +01:00
mlaa_color1.frag Do not use extra uv for mlaa 2015-02-24 22:08:49 +01:00
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 Do not use extra uv for mlaa 2015-02-24 22:08:49 +01:00
motion_blur.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
normal_visualizer.geom Normalize normals in normal view. 2014-08-09 21:24:50 +02:00
normalmap.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
object_pass1.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
object_pass2.frag Merge remote-tracking branch 'origin/master' into colorful_track_object 2016-07-15 09:27:59 +08:00
object_pass.vert Restore previous version of object pass shader. 2016-07-05 01:10:53 +02:00
object_unlit.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
objectpass_spheremap.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
objectref_pass1.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
objectref_pass2.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
particle.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +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_gles.frag Already working GUI in shader-based pipeline 2016-06-25 15:10:53 +02:00
pass_gles.vert Declare precision also in vertex shaders in GLES renderer. 2016-08-26 10:35:48 +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
passthrough.frag Fix passthrough shader 2015-02-23 22:02:32 +01:00
pointemitter.vert Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
pointlight.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
pointlight.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
pointlightscatter.frag Some fixes 2016-06-27 13:39:20 +02:00
primitive2dlist.vert Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +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 removed useless varying in rhpassthrough.geom shader 2015-10-05 21:22:22 +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
shadowmatrixgeneration.comp Start working on proper SDSM 2015-02-23 22:35:53 +01:00
shadowref.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
skinning.vert Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
sky.frag Add a workaround for skybox. 2016-05-08 21:39:50 +02:00
sky.vert Use a fullscreen pass for skybox 2015-01-15 20:50:19 +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 Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
ssao.frag Apply ssao fix from master 2016-06-30 00:50:33 +02:00
sunlight.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
sunlightshadow.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
sunlightshadowesm.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
texturedquad.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
texturedquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
tfb_dummy.frag Added missing file 2016-06-27 23:06:48 +02:00
tonemap.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
transparent.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
transparentfog.frag Revert "Fixed a grass being too dark in some places." 2016-07-09 02:20:06 +02:00
uniformcolortexturedquad.frag Already working GUI in shader-based pipeline 2016-06-25 15:10:53 +02:00
untextured_object.frag Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
volumetriclight.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
white.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00