..
ge_shaders
Reduce instance data size
2022-10-02 16:41:09 +08:00
irrlicht
Handle vertex color in render info for COGLES2FixedPipelineRenderer
2022-10-19 09:29:06 +08:00
utils
Add more utilities to default shader function + make the road shader more optimized
2018-08-13 18:46:00 +02:00
alphatest_particle.frag
Use uniform rendering code for particle rendering
2022-09-09 09:41:32 +08:00
alphatest_particle.vert
Fix sky particles rendering in modern gl3 too, see #2779
2022-10-17 09:33:51 +08:00
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
bloom.frag
Fixed bloom with scale_rtts_factor parameter.
2016-08-15 08:46:02 +02:00
bloomblend.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
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
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
coloredquad.vert
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
colorize.frag
Assume __VERSION >= 130 everywhere
2015-01-01 03:18:13 +01:00
colortexturedquad.frag
Batch glyph for quicker text rendering
2020-05-01 09:34:04 +08:00
colortexturedquad.vert
Remove rotation uniform in gl shaders
2023-01-08 08:08:35 +08:00
combine_diffuse_color.frag
Bring back the legacy gloss computation (to disable once a proper fallback is done)
2019-06-25 20:42:29 +02:00
degraded_ibl.frag
soften the degraded ibl to make preview less dark
2019-06-24 23:33:03 +02:00
dof.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
frustrum.vert
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
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
glow.frag
Assume __VERSION >= 130 everywhere
2015-01-01 03:18:13 +01:00
godfade.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
godray.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
header.txt
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
IBL.frag
Screen-space refection: many fixes + optimization ( #4575 )
2021-08-30 16:34:02 +08:00
importance_sampling_specular.frag
Revert "Try to fix ibl precision issue"
2014-12-14 02:48:47 +01:00
layertexturequad.frag
Add a way to display shadow map.
2014-06-08 22:18:32 +02:00
lensblend.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
lightning.frag
Implement lightning effect using shaders
2015-10-31 01:00:48 +01:00
linearizedepth.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
mlaa_blend2.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
mlaa_color1.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
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
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
motion_blur.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
passthrough.frag
Fix passthrough shader
2015-02-23 22:02:32 +01:00
pointlight.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
pointlight.vert
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
pointlightscatter.frag
Minor optimization in pointlight scatter.
2018-12-23 23:31:22 +01:00
primitive2dlist.vert
Batch glyph for quicker text rendering
2020-05-01 09:34:04 +08:00
screenquad.vert
Use explicit attrib location when the extension is available.
2017-02-01 21:58:10 +01:00
simple_particle.frag
Use uniform rendering code for particle rendering
2022-09-09 09:41:32 +08:00
simple_particle.vert
Fix sky particles rendering in modern gl3 too, see #2779
2022-10-17 09:33:51 +08:00
sky.frag
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
sky.vert
Use explicit attrib location when the extension is available.
2017-02-01 21:58:10 +01:00
sp_alpha_test.frag
Fix missing vertex color in gles2 driver
2022-09-16 10:58:17 +08:00
sp_decal.frag
Further boost stk by writing 1 less framebuffer attachment
2018-02-07 12:49:45 +08:00
sp_displace.frag
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
sp_dynamic_night_bloom.frag
Add a shader to use the day/night cycle for lamps, etc
2018-02-27 23:38:28 +01:00
sp_ghost.frag
Remove flat for hue_change
2018-02-02 21:17:24 +08:00
sp_grass_pass.vert
Use 4 32bit floats for quaternion for sam's wall
2018-04-12 16:27:48 +08:00
sp_grass_shadow.vert
Use 4 32bit floats for quaternion for sam's wall
2018-04-12 16:27:48 +08:00
sp_grass.frag
Further boost stk by writing 1 less framebuffer attachment
2018-02-07 12:49:45 +08:00
sp_normal_map.frag
Use a special detail map shader for normal map (later)
2018-09-14 22:51:44 +08:00
sp_normal_visualizer.frag
Fix normal visualizer
2017-12-29 00:52:29 +08:00
sp_normal_visualizer.geom
Clean up debug visualization
2018-02-03 13:14:15 +08:00
sp_normal_visualizer.vert
Use 4 32bit floats for quaternion for sam's wall
2018-04-12 16:27:48 +08:00
sp_pass.vert
Use 4 32bit floats for quaternion for sam's wall
2018-04-12 16:27:48 +08:00
sp_road_blending.frag
Add more utilities to default shader function + make the road shader more optimized
2018-08-13 18:46:00 +02:00
sp_shadow_alpha_test.frag
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
sp_shadow.vert
Use 4 32bit floats for quaternion for sam's wall
2018-04-12 16:27:48 +08:00
sp_skinning_shadow.vert
Use 4 32bit floats for quaternion for sam's wall
2018-04-12 16:27:48 +08:00
sp_skinning.vert
Fix detail map on normal map with skinned mesh shader
2018-09-09 00:52:00 +08:00
sp_solid.frag
Reset the shader to fix the minimap
2019-06-24 23:33:03 +02:00
sp_text_billboard.frag
Port billboard text
2017-12-30 15:28:04 +08:00
sp_tilling_mitigation.frag
Add a mitigation for tilling textures. Very usefull for terrains, etc
2018-04-07 04:11:11 +02:00
sp_transparent.frag
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
sp_unlit.frag
Further boost stk by writing 1 less framebuffer attachment
2018-02-07 12:49:45 +08:00
sp_vertical_mapping.frag
Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something)
2018-04-07 22:16:43 +02:00
sps_00_solid.xml
Use 2 digits for shader order
2018-04-12 16:31:01 +08:00
sps_01_normalmap.xml
Use a special detail map shader for normal map (later)
2018-09-14 22:51:44 +08:00
sps_02_alphatest.xml
Use 2 digits for shader order
2018-04-12 16:31:01 +08:00
sps_03_decal.xml
Use 2 digits for shader order
2018-04-12 16:31:01 +08:00
sps_04_grass.xml
Use 2 digits for shader order
2018-04-12 16:31:01 +08:00
sps_05_unlit.xml
Use 2 digits for shader order
2018-04-12 16:31:01 +08:00
sps_06_alphablend.xml
Use 2 digits for shader order
2018-04-12 16:31:01 +08:00
sps_07_additive.xml
Use 2 digits for shader order
2018-04-12 16:31:01 +08:00
sps_08_ghost.xml
Use 2 digits for shader order
2018-04-12 16:31:01 +08:00
sps_09_dynamic_night_bloom.xml
Use 2 digits for shader order
2018-04-12 16:31:01 +08:00
sps_10_tillingMitigation.xml
Remove unneeded skinned mesh version for tilling and vertical mapping shader
2018-04-12 16:35:25 +08:00
sps_11_verticalMapping.xml
Remove unneeded skinned mesh version for tilling and vertical mapping shader
2018-04-12 16:35:25 +08:00
sps_12_roadBlending.xml
Add more utilities to default shader function + make the road shader more optimized
2018-08-13 18:46:00 +02:00
ssao.frag
declare some ssao.frag variables as highp to avoid precision issues ( #4860 )
2023-04-18 16:00:52 +08:00
sunlight.frag
Removed clouds feature. Should be done with custom shaders now. Could be in the future part of weather
2021-02-07 21:31:22 +01:00
sunlightshadow.frag
Fix #4533
2021-05-21 23:13:55 +08:00
texturedquad.frag
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
texturedquad.vert
Remove rotation uniform in gl shaders
2023-01-08 08:08:35 +08:00
tonemap.frag
Remove !sRGB in shader which is always true now
2018-01-22 12:54:39 +08:00
transparent.frag
Remove unneeded pow in transparent.frag
2022-09-08 15:24:40 +08:00
uniformcolortexturedquad.frag
Already working GUI in shader-based pipeline
2016-06-25 15:10:53 +02:00
white.frag
Remove all unused shaders
2018-01-12 19:10:55 +08:00