..
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