stk-code_catmod/data/shaders
Vincent Lejeune 70f89a8bce Shadow: Use 4 cascades.
Now that we use GS and textures array it's easier to add a cascade.
4 is still not optimal but I'd like to avoid cascade count inflation as
much as possible ; 4 x 1024x1024 has the bandwidth requirement of the
single 2048x2048 shadowmaps we previously had.
2014-02-11 21:49:46 +01:00
..
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