stk-code_catmod/data/shaders
Benau 0e5b7b532c Further boost stk by writing 1 less framebuffer attachment
Now we can get determine the background color by depth, so
the alpha tricks in diffuse color fbo is not necessary

And using rgba8 to pack normal doesn't seem to cause visual glitches.
2018-02-07 12:49:45 +08:00
..
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