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irrlicht
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Better fix for missing transparency in GLES legacy pipeline
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2017-03-08 23:17:03 +01:00 |
utils
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Add a mitigation for tilling textures. Very usefull for terrains, etc
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2018-04-07 04:11:11 +02:00 |
alphatest_particle.frag
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Features completed cpu particle
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2017-10-14 00:19:59 +08:00 |
alphatest_particle.vert
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Remove !sRGB in shader which is always true now
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2018-01-22 12:54:39 +08:00 |
bilateralH.comp
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Merged with master, solved conflicts
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2016-06-18 19:28:54 +02:00 |
bilateralH.frag
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Fixes in more shaders
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2016-06-28 21:55:51 +02:00 |
bilateralV.comp
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Merged with master, solved conflicts
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2016-06-18 19:28:54 +02:00 |
bilateralV.frag
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Fixes in more shaders
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2016-06-28 21:55:51 +02:00 |
bloom.frag
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Fixed bloom with scale_rtts_factor parameter.
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2016-08-15 08:46:02 +02:00 |
bloomblend.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
blurshadowH.comp
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Merged with master, solved conflicts
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2016-06-18 19:28:54 +02:00 |
blurshadowV.comp
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Merged with master, solved conflicts
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2016-06-18 19:28:54 +02:00 |
coloredquad.frag
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
coloredquad.vert
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
colorize.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
colortexturedquad.frag
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
colortexturedquad.vert
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
combine_diffuse_color.frag
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Further boost stk by writing 1 less framebuffer attachment
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2018-02-07 12:49:45 +08:00 |
degraded_ibl.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
dof.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
frustrum.vert
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
gaussian3h.frag
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Use a big triangle instead of 2 to cover full screen.
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2014-06-03 19:56:59 +02:00 |
gaussian3v.frag
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Use a big triangle instead of 2 to cover full screen.
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2014-06-03 19:56:59 +02:00 |
gaussian6h.comp
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Merged with master, solved conflicts
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2016-06-18 19:28:54 +02:00 |
gaussian6h.frag
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Some fixes
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2016-06-27 13:39:20 +02:00 |
gaussian6v.comp
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Merged with master, solved conflicts
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2016-06-18 19:28:54 +02:00 |
gaussian6v.frag
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Some fixes
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2016-06-27 13:39:20 +02:00 |
glow.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
godfade.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
godray.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
header.txt
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
IBL.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
importance_sampling_specular.frag
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Revert "Try to fix ibl precision issue"
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2014-12-14 02:48:47 +01:00 |
layertexturequad.frag
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Add a way to display shadow map.
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2014-06-08 22:18:32 +02:00 |
lensblend.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
lightning.frag
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Implement lightning effect using shaders
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2015-10-31 01:00:48 +01:00 |
linearizedepth.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
mlaa_blend2.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
mlaa_color1.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
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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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
motion_blur.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
passthrough.frag
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Fix passthrough shader
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2015-02-23 22:02:32 +01:00 |
pointlight.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
pointlight.vert
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
pointlightscatter.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
primitive2dlist.vert
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
screenquad.vert
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Use explicit attrib location when the extension is available.
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2017-02-01 21:58:10 +01:00 |
simple_particle.frag
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Remove unneeded flat out
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2018-02-03 00:21:59 +08:00 |
simple_particle.vert
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Remove unneeded flat out
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2018-02-03 00:21:59 +08:00 |
sky.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
sky.vert
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Use explicit attrib location when the extension is available.
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2017-02-01 21:58:10 +01:00 |
sp_alpha_test.frag
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Further boost stk by writing 1 less framebuffer attachment
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2018-02-07 12:49:45 +08:00 |
sp_decal.frag
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Further boost stk by writing 1 less framebuffer attachment
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2018-02-07 12:49:45 +08:00 |
sp_displace.frag
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
sp_dynamic_night_bloom.frag
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Add a shader to use the day/night cycle for lamps, etc
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2018-02-27 23:38:28 +01:00 |
sp_ghost.frag
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Remove flat for hue_change
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2018-02-02 21:17:24 +08:00 |
sp_grass_pass.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_grass_shadow.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_grass.frag
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Further boost stk by writing 1 less framebuffer attachment
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2018-02-07 12:49:45 +08:00 |
sp_normal_map.frag
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Further boost stk by writing 1 less framebuffer attachment
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2018-02-07 12:49:45 +08:00 |
sp_normal_visualizer.frag
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Fix normal visualizer
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2017-12-29 00:52:29 +08:00 |
sp_normal_visualizer.geom
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Clean up debug visualization
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2018-02-03 13:14:15 +08:00 |
sp_normal_visualizer.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_pass.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_road_blending.frag
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Add shader specialized for roads, still some stuff to be tuned
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2018-04-15 09:37:55 +02:00 |
sp_shadow_alpha_test.frag
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
sp_shadow.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_skinning_shadow.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_skinning.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_solid.frag
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Further boost stk by writing 1 less framebuffer attachment
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2018-02-07 12:49:45 +08:00 |
sp_text_billboard.frag
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Port billboard text
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2017-12-30 15:28:04 +08:00 |
sp_tilling_mitigation.frag
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Add a mitigation for tilling textures. Very usefull for terrains, etc
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2018-04-07 04:11:11 +02:00 |
sp_transparent.frag
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
sp_unlit.frag
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Further boost stk by writing 1 less framebuffer attachment
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2018-02-07 12:49:45 +08:00 |
sp_vertical_mapping.frag
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Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something)
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2018-04-07 22:16:43 +02:00 |
sps_00_solid.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_01_normalmap.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_02_alphatest.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_03_decal.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_04_grass.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_05_unlit.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_06_alphablend.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_07_additive.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_08_ghost.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_09_dynamic_night_bloom.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_10_tillingMitigation.xml
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Remove unneeded skinned mesh version for tilling and vertical mapping shader
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2018-04-12 16:35:25 +08:00 |
sps_11_verticalMapping.xml
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Remove unneeded skinned mesh version for tilling and vertical mapping shader
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2018-04-12 16:35:25 +08:00 |
sps_12_roadBlending.xml
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Add shader specialized for roads, still some stuff to be tuned
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2018-04-15 09:37:55 +02:00 |
ssao.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
sunlight.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
sunlightshadow.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
texturedquad.frag
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
texturedquad.vert
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Use explicit attrib location when the extension is available.
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2017-02-01 21:58:10 +01:00 |
tonemap.frag
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Remove !sRGB in shader which is always true now
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2018-01-22 12:54:39 +08:00 |
transparent.frag
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And a correct ifdef for bindless texture
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2016-11-30 15:00:08 +08:00 |
uniformcolortexturedquad.frag
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Already working GUI in shader-based pipeline
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2016-06-25 15:10:53 +02:00 |
white.frag
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Remove all unused shaders
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2018-01-12 19:10:55 +08:00 |