stk-code_catmod/data/shaders
2015-07-26 01:51:28 +02:00
..
utils When there are 8 lod level, 7 is the max 2015-01-15 19:52:48 +01:00
bilateralH.comp Revert 65cb55add4 (Make bloom less 2015-03-16 08:37:59 +11:00
bilateralH.frag Implement bilateral with fragment codepath. 2014-06-22 18:04:46 +02:00
bilateralV.comp Revert 65cb55add4 (Make bloom less 2015-03-16 08:37:59 +11:00
bilateralV.frag Implement bilateral with fragment codepath. 2014-06-22 18:04:46 +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 Revert 65cb55add4 (Make bloom less 2015-03-16 08:37:59 +11:00
bloomblend.frag Revert "Clean bloomblending since it's not used anymore" 2015-03-16 08:49:36 +11:00
blurshadowH.comp Same for shadow blur pass 2014-12-09 18:54:27 +01:00
blurshadowV.comp Same for shadow blur pass 2014-12-09 18:54:27 +01:00
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 First part of #1988 fix 2015-02-22 20:31:14 +01:00
detailed_object_pass2.frag Renamed shader. 2015-05-21 16:37:59 +10:00
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 Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
flipparticle.vert Properly reapply HD3000 particle fix 2014-09-10 18:57:40 +02:00
fog.frag Split scattering function in ambiant/point light part 2015-01-24 20:00:04 +01:00
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 Revert 65cb55add4 (Make bloom less 2015-03-16 08:37:59 +11:00
gaussian6h.frag Use variable sigma for blur filter 2014-11-10 21:32:04 +01:00
gaussian6v.comp Revert 65cb55add4 (Make bloom less 2015-03-16 08:37:59 +11:00
gaussian6v.frag Use variable sigma for blur filter 2014-11-10 21:32:04 +01:00
gi.frag Rename some shader to improve their meaning 2014-12-05 00:20:16 +01:00
glow_object.frag Fix glowobject frag shader 2014-09-05 22:17:57 +02:00
glow_object.vert Use ProjectionViewMatrix in glow_object.vert 2014-09-17 02:12:28 +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 Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
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 Tweak IBL 2014-12-08 19:36:23 +01:00
importance_sampling_specular.frag Revert "Try to fix ibl precision issue" 2014-12-14 02:48:47 +01:00
instanced_detailed_object_pass2.frag Fixed spelling of shader. 2015-05-21 11:19:40 +10:00
instanced_grass_pass2.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_grass.vert Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_normalmap.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_object_pass1.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_object_pass2.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_object_pass.vert Fix tangent/bitangent computation 2015-01-12 23:01:35 +01:00
instanced_object_unlit.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_objectpass_spheremap.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_objectref_pass1.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_objectref_pass2.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_rsm.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_rsm.vert Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
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 Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanciedshadow.vert Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
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
Lightspaceboundingbox.comp Revert 65cb55add4 (Make bloom less 2015-03-16 08:37:59 +11:00
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
mlaa_neigh3.frag Do not use extra uv for mlaa 2015-02-24 22:08:49 +01:00
motion_blur.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
normal_visualizer.geom Normalize normals in normal view. 2014-08-09 21:24:50 +02:00
normalmap.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
object_pass1.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
object_pass2.frag Merge branch 'master' of https://github.com/supertuxkart/stk-code 2014-12-21 09:58:06 +01:00
object_pass.vert Fix tangent/bitangent computation 2015-01-12 23:01:35 +01:00
object_unlit.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
objectpass_spheremap.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
objectref_pass1.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
objectref_pass2.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
particle.frag Port particle rendering shaders too. 2014-08-13 21:04:03 +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.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 Fix extra respawning particles 2014-10-01 01:19:49 +02:00
pointlight.frag Clean up sunlight shader + factorize diffusebrdf 2014-12-14 21:39:18 +01:00
pointlight.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
pointlightscatter.frag Modelise Beer Lambert absorption for fog 2014-11-20 21:23:33 +01:00
primitive2dlist.vert Fix position of speedmeter 2014-10-17 18:51:41 +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 Add RH support 2014-05-28 07:47:06 +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 Use a fullscreen pass for skybox 2015-01-15 20:50:19 +01:00
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 Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
ssao.frag Clamp lod level in SSAO shader later. 2015-01-12 22:47:53 +01:00
sunlight.frag Factorise MRP 2014-12-27 03:22:06 +01:00
sunlightshadow.frag Allow to reduce shadow resolution 2015-01-11 00:45:38 +01:00
sunlightshadowesm.frag Add a ESM/PCF switch 2015-01-01 20:06:34 +01:00
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
tonemap.frag Cleanup tonemap shader 2014-12-07 21:27:26 +01:00
transparent.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
transparentfog.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
uniformcolortexturedquad.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
untextured_object.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
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