stk-code_catmod/data/shaders
2017-10-22 13:03:45 +08:00
..
irrlicht Better fix for missing transparency in GLES legacy pipeline 2017-03-08 23:17:03 +01:00
utils Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +02:00
alphatest_particle.frag Features completed cpu particle 2017-10-14 00:19:59 +08:00
alphatest_particle.vert Some fixes for some shader compiler 2017-10-20 09:25:43 +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 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 Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
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 Option 1 for fixing android 4.4 2017-07-09 00:46:42 +08:00
degraded_ibl.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
detailed_object_pass2.frag Get rid of some srgb conversion in shader, see #2787 2017-02-13 10:06:35 +08:00
displace.frag Allow using animated texture with displace shader 2017-08-23 00:55:25 +08:00
dof.frag Fixes in more shaders 2016-06-28 21:55:51 +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 Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
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 Fix #2814 2017-08-09 13:00:09 +08:00
grass_pass.vert Fix #2814 2017-08-09 13:00:09 +08:00
header.txt Don't use SSBO for skinning 2017-10-22 01:31:15 +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 Get rid of some srgb conversion in shader, see #2787 2017-02-13 10:06:35 +08:00
instanced_grass_pass2.frag Fix #2814 2017-08-09 13:00:09 +08:00
instanced_grass.vert Fix #2814 2017-08-09 13:00:09 +08:00
instanced_grassshadow.vert Improved wind effect for vegetation 2017-03-12 21:35:48 +01:00
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 Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +02:00
instanced_object_pass.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
instanced_object_unlit.frag Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +02:00
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 Use texture buffer (texture2d in gles) for skinning 2017-10-19 13:31:07 +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 Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
instanced_shadowref.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_skinning_shadow.vert Use a trick to make skinned mesh shader branchless 2017-10-22 13:03:45 +08:00
instanced_skinning.vert Use a trick to make skinned mesh shader branchless 2017-10-22 13:03:45 +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 Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +02:00
object_pass.vert Allow using animated texture with displace shader 2017-08-23 00:55:25 +08:00
object_unlit.frag Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +02:00
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 Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +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
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 Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
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 Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
screenquad.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
shadow_grass.vert Improved wind effect for vegetation 2017-03-12 21:35:48 +01:00
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 explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
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
simple_particle.frag Fix #2427 2017-10-15 19:14:07 +08:00
simple_particle.vert Some fixes for some shader compiler 2017-10-20 09:25:43 +08:00
skinning_shadow.vert Use a trick to make skinned mesh shader branchless 2017-10-22 13:03:45 +08:00
skinning.vert Use a trick to make skinned mesh shader branchless 2017-10-22 13:03:45 +08:00
sky.frag Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
sky.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +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 Revert a hack for shadows. 2017-10-04 22:19:19 +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 Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
tfb_dummy.frag Added missing file 2016-06-27 23:06:48 +02:00
tonemap.frag Add a way to run STK without srgb framebuffer 2017-10-09 21:18:15 +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