stk-code_catmod/data/shaders
2018-04-12 16:31:01 +08:00
..
irrlicht Better fix for missing transparency in GLES legacy pipeline 2017-03-08 23:17:03 +01:00
utils Add a mitigation for tilling textures. Very usefull for terrains, etc 2018-04-07 04:11:11 +02:00
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_dynamic_night_bloom.frag Add a shader to use the day/night cycle for lamps, etc 2018-02-27 23:38:28 +01:00
sp_ghost.frag Remove flat for hue_change 2018-02-02 21:17:24 +08:00
sp_grass_pass.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_grass_shadow.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +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 Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_pass.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_shadow_alpha_test.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
sp_shadow.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_skinning_shadow.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_skinning.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +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_tilling_mitigation.frag Add a mitigation for tilling textures. Very usefull for terrains, etc 2018-04-07 04:11:11 +02:00
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
sp_vertical_mapping.frag Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something) 2018-04-07 22:16:43 +02:00
sps_00_solid.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_01_normalmap.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_02_alphatest.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_03_decal.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_04_grass.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_05_unlit.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_06_alphablend.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_07_additive.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_08_ghost.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_09_dynamic_night_bloom.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_10_tillingMitigation.xml Add tilling mitigation shader 2018-04-06 16:25:39 +02:00
sps_11_verticalMapping.xml Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something) 2018-04-07 22:16:43 +02:00
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