..
irrlicht
Better fix for missing transparency in GLES legacy pipeline
2017-03-08 23:17:03 +01:00
utils
Further boost stk by writing 1 less framebuffer attachment
2018-02-07 12:49:45 +08:00
alphatest_particle.frag
Features completed cpu particle
2017-10-14 00:19:59 +08:00
alphatest_particle.vert
Remove !sRGB in shader which is always true now
2018-01-22 12:54:39 +08:00
bilateralH.comp
Merged with master, solved conflicts
2016-06-18 19:28:54 +02:00
bilateralH.frag
Fixes in more shaders
2016-06-28 21:55:51 +02:00
bilateralV.comp
Merged with master, solved conflicts
2016-06-18 19:28:54 +02:00
bilateralV.frag
Fixes in more shaders
2016-06-28 21:55:51 +02:00
bloom.frag
Fixed bloom with scale_rtts_factor parameter.
2016-08-15 08:46:02 +02:00
bloomblend.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
blurshadowH.comp
Merged with master, solved conflicts
2016-06-18 19:28:54 +02:00
blurshadowV.comp
Merged with master, solved conflicts
2016-06-18 19:28:54 +02:00
coloredquad.frag
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
coloredquad.vert
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
colorize.frag
Assume __VERSION >= 130 everywhere
2015-01-01 03:18:13 +01:00
colortexturedquad.frag
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
colortexturedquad.vert
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
combine_diffuse_color.frag
Further boost stk by writing 1 less framebuffer attachment
2018-02-07 12:49:45 +08:00
degraded_ibl.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
dof.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
frustrum.vert
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
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
Merged with master, solved conflicts
2016-06-18 19:28:54 +02:00
gaussian6h.frag
Some fixes
2016-06-27 13:39:20 +02:00
gaussian6v.comp
Merged with master, solved conflicts
2016-06-18 19:28:54 +02:00
gaussian6v.frag
Some fixes
2016-06-27 13:39:20 +02:00
glow.frag
Assume __VERSION >= 130 everywhere
2015-01-01 03:18:13 +01:00
godfade.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
godray.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
header.txt
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
IBL.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
importance_sampling_specular.frag
Revert "Try to fix ibl precision issue"
2014-12-14 02:48:47 +01:00
layertexturequad.frag
Add a way to display shadow map.
2014-06-08 22:18:32 +02:00
lensblend.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
lightning.frag
Implement lightning effect using shaders
2015-10-31 01:00:48 +01:00
linearizedepth.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
mlaa_blend2.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
mlaa_color1.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
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
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
motion_blur.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
passthrough.frag
Fix passthrough shader
2015-02-23 22:02:32 +01:00
pointlight.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
pointlight.vert
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
pointlightscatter.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
primitive2dlist.vert
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
screenquad.vert
Use explicit attrib location when the extension is available.
2017-02-01 21:58:10 +01:00
simple_particle.frag
Remove unneeded flat out
2018-02-03 00:21:59 +08:00
simple_particle.vert
Remove unneeded flat out
2018-02-03 00:21:59 +08:00
sky.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
sky.vert
Use explicit attrib location when the extension is available.
2017-02-01 21:58:10 +01:00
sp_alpha_test.frag
Further boost stk by writing 1 less framebuffer attachment
2018-02-07 12:49:45 +08:00
sp_decal.frag
Further boost stk by writing 1 less framebuffer attachment
2018-02-07 12:49:45 +08:00
sp_displace.frag
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
sp_ghost.frag
Remove flat for hue_change
2018-02-02 21:17:24 +08:00
sp_grass_pass.vert
Remove flat for hue_change
2018-02-02 21:17:24 +08:00
sp_grass_shadow.vert
Remove features in SP that give no performance boost at all
2018-01-13 14:49:33 +08:00
sp_grass.frag
Further boost stk by writing 1 less framebuffer attachment
2018-02-07 12:49:45 +08:00
sp_normal_map.frag
Further boost stk by writing 1 less framebuffer attachment
2018-02-07 12:49:45 +08:00
sp_normal_visualizer.frag
Fix normal visualizer
2017-12-29 00:52:29 +08:00
sp_normal_visualizer.geom
Clean up debug visualization
2018-02-03 13:14:15 +08:00
sp_normal_visualizer.vert
Unroll the skinned mesh shader for loop
2018-02-02 21:59:13 +08:00
sp_pass.vert
Remove flat for hue_change
2018-02-02 21:17:24 +08:00
sp_shadow_alpha_test.frag
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
sp_shadow.vert
Remove features in SP that give no performance boost at all
2018-01-13 14:49:33 +08:00
sp_skinning_shadow.vert
Unroll the skinned mesh shader for loop
2018-02-02 21:59:13 +08:00
sp_skinning.vert
Unroll the skinned mesh shader for loop
2018-02-02 21:59:13 +08:00
sp_solid.frag
Further boost stk by writing 1 less framebuffer attachment
2018-02-07 12:49:45 +08:00
sp_text_billboard.frag
Port billboard text
2017-12-30 15:28:04 +08:00
sp_transparent.frag
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
sp_unlit.frag
Further boost stk by writing 1 less framebuffer attachment
2018-02-07 12:49:45 +08:00
sps_0_solid.xml
Allow auto-add usable uniforms to shader
2018-01-26 16:02:31 +08:00
sps_1_normalmap.xml
Allow auto-add usable uniforms to shader
2018-01-26 16:02:31 +08:00
sps_2_alphatest.xml
Allow auto-add usable uniforms to shader
2018-01-26 16:02:31 +08:00
sps_3_decal.xml
Allow auto-add usable uniforms to shader
2018-01-26 16:02:31 +08:00
sps_4_grass.xml
Allow auto-add usable uniforms to shader
2018-01-26 16:02:31 +08:00
sps_5_unlit.xml
Allow auto-add usable uniforms to shader
2018-01-26 16:02:31 +08:00
sps_6_alphablend.xml
Allow auto-add usable uniforms to shader
2018-01-26 16:02:31 +08:00
sps_7_additive.xml
Allow auto-add usable uniforms to shader
2018-01-26 16:02:31 +08:00
sps_8_ghost.xml
Allow auto-add usable uniforms to shader
2018-01-26 16:02:31 +08:00
ssao.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
sunlight.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
sunlightshadow.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
texturedquad.frag
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
texturedquad.vert
Use explicit attrib location when the extension is available.
2017-02-01 21:58:10 +01:00
tonemap.frag
Remove !sRGB in shader which is always true now
2018-01-22 12:54:39 +08:00
transparent.frag
And a correct ifdef for bindless texture
2016-11-30 15:00:08 +08:00
uniformcolortexturedquad.frag
Already working GUI in shader-based pipeline
2016-06-25 15:10:53 +02:00
white.frag
Remove all unused shaders
2018-01-12 19:10:55 +08:00