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bloom.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
bloomblend.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
bloompower.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
bubble.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
bubble.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
caustics.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
check.sh
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SVN messed up data/shaders in my branch. 76 files in local copy, 21 on SF. Re-adding folder to branch.
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2013-12-09 13:11:09 +00:00 |
collapse.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
color_levels.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
coloredquad.frag
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OGL32CTX: Use correct type in coloredquad.frag
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2014-01-05 18:54:40 +00:00 |
coloredquad.vert
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OGL32CTX: Port draw2DRectangle too
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2014-01-04 22:10:56 +00:00 |
colorize_ref.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
colorize.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
displace.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
displace.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
farplane.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
flip.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
fog.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
gaussian3h.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
gaussian3v.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
gaussian6h.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
gaussian6v.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
glow.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
godfade.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
godray.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
grass.frag
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Light: Export the correct value for specmap in grass/splatting shaders
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2013-12-25 20:48:27 +00:00 |
grass.vert
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Animated texture corrected. Thanks to vlj :)
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2013-12-19 23:58:26 +00:00 |
gum_shield.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
gum_shield.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
lightbeam.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
lightbeam.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
lightblend.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
mipviz.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
mlaa_blend2.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
mlaa_color1.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
MLAA_COPYING
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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
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2013-11-30 21:33:06 +00:00 |
mlaa_neigh3.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
mlaa_offset.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
motion_blur.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
motion_blur.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
multiply.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
normalmap.frag
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Fix unexported FragData
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2013-12-26 18:28:35 +00:00 |
normalmap.vert
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Animated texture corrected. Thanks to vlj :)
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2013-12-19 23:58:26 +00:00 |
objectpass_ref.frag
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Light: Support for specularmap
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2013-12-25 20:19:18 +00:00 |
objectpass_rimlit.frag
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Allow kart to use specular map
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2013-12-27 02:06:08 +00:00 |
objectpass_rimlit.vert
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Animated texture corrected. Thanks to vlj :)
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2013-12-19 23:58:26 +00:00 |
objectpass_spheremap.frag
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Fix unexported FragData
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2013-12-26 18:28:35 +00:00 |
objectpass.frag
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Light: Support for specularmap
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2013-12-25 20:19:18 +00:00 |
objectpass.vert
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Animated texture corrected. Thanks to vlj :)
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2013-12-19 23:58:26 +00:00 |
particle.frag
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GPUParticles: Use quad instead of POINT_SPRITE
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2013-12-31 20:39:00 +00:00 |
particle.vert
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GPUParticle: Implement size parameter.
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2014-01-01 01:11:44 +00:00 |
pass.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
pass.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
penumbrah.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
penumbrav.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
pointemitter.vert
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GPUParticles: Use size value so that it doesn't get optimized away
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2014-01-05 18:44:52 +00:00 |
pointlight.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
ppdisplace.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
rain.frag
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Rain: Avoid making a draw call that won't be used and make some cleanup
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2013-12-27 16:37:24 +00:00 |
rain.vert
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Rain: Avoid making a draw call that won't be used and make some cleanup
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2013-12-27 16:37:24 +00:00 |
rainsim.vert
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Rain: Avoid making a draw call that won't be used and make some cleanup
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2013-12-27 16:37:24 +00:00 |
shadowgen.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
shadowimportance.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
shadowimportance.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
shadowpass.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
shadowpass.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
shadowwarph.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
shadowwarpv.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
skinning.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
skybox.frag
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Fix skybox frag shader
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2014-01-05 00:08:11 +00:00 |
skybox.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
snow.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
snow.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
spheremap.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
spheremap.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
splatting.frag
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Light: Export the correct value for specmap in grass/splatting shaders
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2013-12-25 20:48:27 +00:00 |
splatting.vert
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Animated texture corrected. Thanks to vlj :)
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2013-12-19 23:58:26 +00:00 |
ssao.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
sunlight.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
sunlightshadow.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
texturedquad.frag
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OGL32CTX: Implement a draw2DImage function using shaders.
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2014-01-04 17:12:30 +00:00 |
texturedquad.vert
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OGL32CTX: Fixes sourcerect in draw2DImage replacement
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2014-01-04 23:28:59 +00:00 |
water.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
water.vert
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |
white.frag
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OGL32CTX: Ask #version 130 for all our shaders
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2014-01-05 00:08:00 +00:00 |