..
billboard.frag
STKBillboard: Create new SceneNode wrapper.
2014-01-27 17:33:08 +01:00
billboard.vert
STKBillboard: Create new SceneNode wrapper.
2014-01-27 17:33:08 +01:00
bloom.frag
Fix bloom shader
2014-02-02 02:13:04 +01:00
bloomblend.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
bloompower.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
bubble.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
bubble.vert
STKMesh: Use forward rendering for transparent
2014-01-20 21:42:38 +01:00
caustics.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
check.sh
SVN messed up data/shaders in my branch. 76 files in local copy, 21 on SF. Re-adding folder to branch.
2013-12-09 13:11:09 +00:00
collapse.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
color_levels.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
coloredquad.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
coloredquad.vert
OGL32CTX: Factorize UI shaders
2014-01-28 21:26:16 +01:00
colorize_ref.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
colorize.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
colortexturedquad.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
colortexturedquad.vert
Fix colortexturedquad shader/vertexpointer.
2014-01-14 01:05:03 +00:00
detailledobject_pass2.frag
Fix attempt for black objects.
2014-01-26 01:56:08 +01:00
displace.frag
STKMesh: Add support for Displacing
2014-01-21 18:42:18 +01:00
displace.vert
STKMesh: Add support for Displacing
2014-01-21 18:42:18 +01:00
farplane.vert
OGL32CTX: Replace another series of implicit declared uniforms
2014-01-10 00:30:56 +00:00
flipparticle.vert
GPUParticles: Fix glsl versions.
2014-01-10 17:42:43 +00:00
fog.frag
Fog: Do not use camposition in the shader.
2014-02-03 20:04:00 +01:00
gaussian3h.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
gaussian3v.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
gaussian6h.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
gaussian6v.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
glow.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
godfade.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
godray.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
grass_pass1.vert
STKMesh: Support grass shader
2014-01-19 20:56:10 +01:00
grass_pass2.vert
STKMesh: Support grass shader
2014-01-19 20:56:10 +01:00
mipviz.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
mlaa_blend2.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
mlaa_color1.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +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
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
mlaa_offset.vert
OGL32CTX: Replace another series of implicit declared uniforms
2014-01-10 00:30:56 +00:00
motion_blur.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
motion_blur.vert
OGL32CTX: Ask #version 130 for all our shaders
2014-01-05 00:08:00 +00:00
multiply.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
normalmap.frag
Use another normal encoding method from a crytek slide.
2014-01-27 23:29:46 +01:00
normalmap.vert
STKMesh: Support NormalMapped meshes.
2014-01-17 23:50:06 +01:00
object_pass1.frag
Use another normal encoding method from a crytek slide.
2014-01-27 23:29:46 +01:00
object_pass1.vert
LightPrepass: Split the rendering in 2 phases.
2014-01-16 17:51:33 +01:00
object_pass2.frag
My tweaks to SSAO, to improve randomness and final blending
2014-01-25 22:03:47 -05:00
object_pass2.vert
STKMesh: Implement (single) texture detail support for objectpass shaded objects.
2014-01-26 01:33:13 +01:00
object_unlit.frag
Properly handle unlit object.
2014-01-26 01:09:25 +01:00
objectpass_ref.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
objectpass_rimlit.frag
STKAnimatedMesh: Support for rimlit karts
2014-01-24 20:29:54 +01:00
objectpass_rimlit.vert
STKAnimatedMesh: Support for rimlit karts
2014-01-24 20:29:54 +01:00
objectpass_spheremap.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
objectpass.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
objectpass.vert
OGL32CTX: Revert to use gl_TextureMatrix[]
2014-01-10 01:29:32 +00:00
objectref_pass1.frag
Use another normal encoding method from a crytek slide.
2014-01-27 23:29:46 +01:00
objectref_pass1.vert
LightPrepass: start porting object_ref
2014-01-19 01:32:08 +01:00
objectref_pass2.frag
STKMesh: Use forward rendering for transparent
2014-01-20 21:42:38 +01:00
particle.frag
GPUParticle: Use depthbuffer
2014-01-27 20:33:21 +01:00
particle.vert
GPUParticles: Fix glsl versions.
2014-01-10 17:42:43 +00:00
particlesimheightmap.vert
GPUParticles: Fix glsl versions.
2014-01-10 17:42:43 +00:00
pass.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
pass.vert
OGL32CTX: Add vertex shader where default one was assumed.
2014-01-08 23:11:10 +00:00
penumbrah.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
penumbrav.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
pointemitter.vert
GPUParticles: Do not grow when size is 0
2014-01-13 16:05:26 +00:00
pointlight.frag
Use another normal encoding method from a crytek slide.
2014-01-27 23:29:46 +01:00
ppdisplace.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
rain.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
rain.vert
Rain: Avoid making a draw call that won't be used and make some cleanup
2013-12-27 16:37:24 +00:00
rainsim.vert
Rain: Avoid making a draw call that won't be used and make some cleanup
2013-12-27 16:37:24 +00:00
screenquad.vert
Use custom opengl call for bloom fullscreen shader.
2014-01-12 21:07:14 +00:00
shadow.geom
Shadow: Use 4 cascades.
2014-02-11 21:49:46 +01:00
shadow.vert
Shadow: Use Geometry Shader for better perfs.
2014-02-11 21:07:44 +01:00
shadowgen.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
shadowimportance.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
shadowimportance.vert
texture2D is deprecated, use texture instead
2014-01-19 18:53:35 +01:00
shadowpass.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
shadowpass.vert
texture2D is deprecated, use texture instead
2014-01-19 18:53:35 +01:00
shadowwarph.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
shadowwarpv.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
skinning.vert
OGL32CTX: Ask #version 130 for all our shaders
2014-01-05 00:08:00 +00:00
skybox.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
skybox.vert
OGL32CTX: Replace another series of implicit declared uniforms
2014-01-10 00:30:56 +00:00
splatting.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
splatting.vert
STKMesh: Support splatting
2014-01-18 19:03:10 +01:00
ssao.frag
Use another normal encoding method from a crytek slide.
2014-01-27 23:29:46 +01:00
sunlight.frag
Lights: Remove unused export value.
2014-02-09 21:18:15 +01:00
sunlightshadow.frag
Shadow: Use 4 cascades.
2014-02-11 21:49:46 +01:00
texturedquad.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
texturedquad.vert
Forget a passthrough call and fix texturedquad shader.
2014-01-13 15:22:58 +00:00
transparent.frag
STKMesh: Use forward rendering for transparent
2014-01-20 21:42:38 +01:00
transparent.vert
STKMesh: Use forward rendering for transparent
2014-01-20 21:42:38 +01:00
transparentfog.frag
Fix fog looking weird on transparent.
2014-02-05 15:07:57 +01:00
untextured_object.frag
STKMesh: Support for untextured object
2014-01-22 18:47:22 +01:00
untextured_object.vert
STKMesh: Found the correct swizzle for untextured geometry
2014-01-22 19:07:59 +01:00
water.frag
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
water.vert
OGL32CTX: Replace deprecated "varying" by in/out semantic and make them explicit.
2014-01-09 00:17:28 +00:00
white.frag
Shadow: Use Geometry Shader for better perfs.
2014-02-11 21:07:44 +01:00