..
irrlicht
Initial linux version.
2016-06-24 02:47:13 +02:00
utils
Merge remote-tracking branch 'origin/master' into gles
2016-07-11 23:43:10 +02:00
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
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
Fixed bloom with scale_rtts_factor parameter.
2016-08-15 08:46:02 +02:00
bloomblend.frag
Increase the strenght of the lens dust
2015-07-27 02:00:34 +02:00
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
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
Fixed advanced lighting on android
2016-09-12 21:43:31 +02:00
detailed_object_pass2.frag
Port some basic shaders to use #stk_include.
2016-06-26 16:39:34 +02:00
displace.frag
Assume __VERSION >= 130 everywhere
2015-01-01 03:18:13 +01:00
displace.vert
Minor improvements for non-instanced shaders
2016-12-23 19:22:30 +08:00
dof.frag
Fixes in more shaders
2016-06-28 21:55:51 +02:00
flipparticle.vert
Properly reapply HD3000 particle fix
2014-09-10 18:57:40 +02:00
fog.frag
Port also other shaders to use #stk_include
2016-06-27 13:11:27 +02:00
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
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
gi.frag
Port also other shaders to use #stk_include
2016-06-27 13:11:27 +02:00
glow_object.frag
Fixed glow color issue when GL_ARB_draw_indirect extension is not available
2016-06-25 14:55:51 +02:00
glow_object.vert
Allow drawing instanced glow color without explicit location
2016-12-23 10:36:35 +08:00
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
better shader for underwater vegetation
2016-12-09 11:38:56 -05:00
grass_pass.vert
Minor improvements for non-instanced shaders
2016-12-23 19:22:30 +08:00
header.txt
Use a non-hardcoded values for mat4 array (max 1024)
2016-12-11 15:50:53 +08:00
IBL.frag
Fixed advanced lighting on android
2016-09-12 21:43:31 +02:00
importance_sampling_specular.frag
Revert "Try to fix ibl precision issue"
2014-12-14 02:48:47 +01:00
instanced_detailed_object_pass2.frag
Fix AZDO with colorization
2016-11-30 13:52:06 +08:00
instanced_grass_pass2.frag
Don't out a interpolated color change
2016-12-23 11:38:32 +08:00
instanced_grass.vert
Don't out a interpolated color change
2016-12-23 11:38:32 +08:00
instanced_grassshadow.vert
Correct the spelling of shader files
2016-12-18 14:59:37 +08:00
instanced_normalmap.frag
Fix AZDO with colorization
2016-11-30 13:52:06 +08:00
instanced_object_pass1.frag
Port also other shaders to use #stk_include
2016-06-27 13:11:27 +02:00
instanced_object_pass2.frag
Don't out a interpolated color change
2016-12-23 11:38:32 +08:00
instanced_object_pass.vert
Don't out a interpolated color change
2016-12-23 11:38:32 +08:00
instanced_object_unlit.frag
Do not undefine builtin macros.
2014-12-18 22:09:14 +01:00
instanced_objectpass_spheremap.frag
Port also other shaders to use #stk_include
2016-06-27 13:11:27 +02:00
instanced_objectref_pass1.frag
Port also other shaders to use #stk_include
2016-06-27 13:11:27 +02:00
instanced_objectref_pass2.frag
Don't out a interpolated color change
2016-12-23 11:38:32 +08:00
instanced_rsm.frag
Do not undefine builtin macros.
2014-12-18 22:09:14 +01:00
instanced_rsm.vert
4 bindless textures + texture translation + colorization in vao
2016-11-28 10:47:14 +08:00
instanced_shadow.geom
Do not undefine builtin macros.
2014-12-18 22:09:14 +01:00
instanced_shadow.vert
Correct the spelling of shader files
2016-12-18 14:59:37 +08:00
instanced_shadowref.frag
Do not undefine builtin macros.
2014-12-18 22:09:14 +01:00
instanced_skinning_shadow.vert
Allow to use hardware skinning with opengl 3.1
2016-12-23 01:31:13 +08:00
instanced_skinning.vert
Don't out a interpolated color change
2016-12-23 11:38:32 +08:00
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
lightning.frag
Implement lightning effect using shaders
2015-10-31 01:00:48 +01:00
Lightspaceboundingbox.comp
Port also other shaders to use #stk_include
2016-06-27 13:11:27 +02:00
linearizedepth.frag
Use an header included in every shaders.
2014-08-02 00:50:56 +02:00
mlaa_blend2.frag
Fixed MLAA in GLES renderer.
2016-12-23 15:12:16 +01:00
mlaa_color1.frag
Do not use extra uv for mlaa
2015-02-24 22:08:49 +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
Do not use extra uv for mlaa
2015-02-24 22:08:49 +01:00
motion_blur.frag
Fixes in more shaders
2016-06-28 21:55:51 +02:00
normal_visualizer.geom
Normalize normals in normal view.
2014-08-09 21:24:50 +02:00
normalmap.frag
Add the remaining shaders for GL3 hardware skinning
2016-12-15 15:55:14 +08:00
object_pass1.frag
Port some basic shaders to use #stk_include.
2016-06-26 16:39:34 +02:00
object_pass2.frag
Fix AZDO with colorization
2016-11-30 13:52:06 +08:00
object_pass.vert
Minor improvements for non-instanced shaders
2016-12-23 19:22:30 +08:00
object_unlit.frag
Do not undefine builtin macros.
2014-12-18 22:09:14 +01:00
objectpass_spheremap.frag
Port some basic shaders to use #stk_include.
2016-06-26 16:39:34 +02:00
objectref_pass1.frag
Port some basic shaders to use #stk_include.
2016-06-26 16:39:34 +02:00
objectref_pass2.frag
Allow alpha test shader to be colorizable
2016-12-04 13:21:39 +08:00
particle.frag
Port some basic shaders to use #stk_include.
2016-06-26 16:39:34 +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_gles.frag
Already working GUI in shader-based pipeline
2016-06-25 15:10:53 +02:00
pass_gles.vert
Declare precision also in vertex shaders in GLES renderer.
2016-08-26 10:35:48 +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
Port some basic shaders to use #stk_include.
2016-06-26 16:39:34 +02:00
pointlight.frag
Fixed advanced lighting on android
2016-09-12 21:43:31 +02:00
pointlight.vert
Use an header included in every shaders.
2014-08-02 00:50:56 +02:00
pointlightscatter.frag
Some fixes
2016-06-27 13:39:20 +02:00
primitive2dlist.vert
Port some basic shaders to use #stk_include.
2016-06-26 16:39:34 +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
Minor improvements for non-instanced shaders
2016-12-23 19:22:30 +08:00
rhpassthrough.geom
removed useless varying in rhpassthrough.geom shader
2015-10-05 21:22:22 +02:00
rsm.frag
Add Splatting RSM shader type.
2014-08-08 01:07:55 +02:00
rsm.vert
Avoid using matrix4 calculation
2016-11-28 15:44:14 +08:00
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_shadow.vert
Allow to use hardware skinning with opengl 3.1
2016-12-23 01:31:13 +08:00
skinning.vert
Minor improvements for non-instanced shaders
2016-12-23 19:22:30 +08:00
sky.frag
Merged with master, solved conflicts
2016-06-18 19:28:54 +02:00
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
Port some basic shaders to use #stk_include.
2016-06-26 16:39:34 +02:00
ssao.frag
Apply ssao fix from master
2016-06-30 00:50:33 +02:00
sunlight.frag
Fixed advanced lighting on android
2016-09-12 21:43:31 +02:00
sunlightshadow.frag
Fixed advanced lighting on android
2016-09-12 21:43:31 +02:00
sunlightshadowesm.frag
Fixed advanced lighting on android
2016-09-12 21:43:31 +02:00
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
tfb_dummy.frag
Added missing file
2016-06-27 23:06:48 +02:00
tonemap.frag
Port some basic shaders to use #stk_include.
2016-06-26 16:39:34 +02:00
transparent.frag
And a correct ifdef for bindless texture
2016-11-30 15:00:08 +08:00
transparentfog.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
untextured_object.frag
Port also other shaders to use #stk_include
2016-06-27 13:11:27 +02:00
volumetriclight.frag
And a correct ifdef for bindless texture
2016-11-30 15:00:08 +08:00
white.frag
Assume __VERSION >= 130 everywhere
2015-01-01 03:18:13 +01:00