stk-code_catmod/data/shaders
2014-07-09 03:41:08 +02:00
..
utils Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
bilateralH.comp Implemented bilateral for compute path. 2014-06-22 18:04:45 +02:00
bilateralH.frag Implement bilateral with fragment codepath. 2014-06-22 18:04:46 +02:00
bilateralV.comp Implemented bilateral for compute path. 2014-06-22 18:04:45 +02:00
bilateralV.frag Implement bilateral with fragment codepath. 2014-06-22 18:04:46 +02:00
billboard.frag Premultiply alpha for billboards. 2014-05-10 20:49:30 +02:00
billboard.vert
bloom.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
bloomblend.frag Gather bloom effect to avoid extra texture read. 2014-06-03 20:46:01 +02:00
bloompower.frag
bubble.frag Shaders'outputs use premultiplied alphas 2014-04-03 14:46:35 +02:00
bubble.vert Some cleanups 2014-06-29 16:26:12 +02:00
check.sh
color_levels.frag Add proper tonemap, although disabled. 2014-04-21 01:52:44 +02:00
coloredquad.frag
coloredquad.vert
colorize.frag
colortexturedquad.frag
colortexturedquad.vert
detailledobject_pass2.frag Factorize getLightFactor 2014-03-21 18:36:47 +01:00
diffuseenvmap.frag Another round of big triangle port. 2014-06-03 20:28:42 +02:00
displace.frag Mix texture for displace. 2014-07-09 03:41:08 +02:00
displace.vert Fix for GL 3.1 context 2014-06-27 20:58:52 +02:00
dof.frag Add a fade out to avoid bokeh on distant objects (stars, moon, planet, background mountain) 2014-07-09 01:21:31 +02:00
farplane.vert
flipparticle.vert Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
fog.frag Fixed shader compilation errors. 2014-06-11 09:11:07 +10:00
frustrum.vert Add wireframe frustrum view. 2014-06-18 00:27:03 +02:00
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.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
gaussian6v.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
gi.frag Use a precomputed invmatrix in gi.frag 2014-06-20 23:10:31 +02:00
glow.frag
godfade.frag
godray.frag
grass_pass2.frag Tweak the scattering value to reduce the effect 2014-05-21 02:36:48 +02:00
grass_pass.vert Fix for GL 3.1 context 2014-06-27 20:58:52 +02:00
instanced_grass.vert Use fixed attribute location for instanced objects. 2014-06-29 22:19:10 +02:00
instanced_object_pass.vert Fix for instanced object with default material. 2014-07-02 22:37:51 +02:00
instanciedshadow.vert Use fixed attribute location for instanced objects. 2014-06-29 22:19:10 +02:00
layertexturequad.frag Add a way to display shadow map. 2014-06-08 22:18:32 +02:00
linearizedepth.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
logluminance.frag Revert "Some color are negative, clamp them in loglum" 2014-04-22 18:18:18 +02:00
mipviz.frag
mlaa_blend2.frag Fix MLAA 2014-06-05 02:56:25 +02:00
mlaa_color1.frag MLAA: Use srgb for auxiliary buffer. 2014-06-08 03:28:24 +02:00
MLAA_COPYING
mlaa_neigh3.frag Apply MLAA after color_in. 2014-04-14 03:30:42 +02:00
mlaa_offset.vert Fix MLAA 2014-06-05 02:56:25 +02:00
motion_blur.frag Mimic previous motion blur behavior 2014-07-09 02:29:49 +02:00
normalmap.frag Fix normalmap roughness 2014-04-23 18:09:48 +02:00
normalmap.vert Fix for GL 3.1 context 2014-06-27 20:58:52 +02:00
object_pass1.frag Use specularmap as glossiness map. 2014-04-07 21:35:09 +02:00
object_pass2.frag Fix vertex color for object_pass2 2014-07-08 01:35:04 +02:00
object_pass.vert Fix for GL 3.1 context 2014-06-27 20:58:52 +02:00
object_unlit.frag
objectpass_rimlit.frag Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
objectpass_spheremap.frag Fix errors when compiling shaders with UBOs disabled 2014-05-19 09:57:31 -06:00
objectref_pass1.frag Use specularmap as glossiness map. 2014-04-07 21:35:09 +02:00
objectref_pass2.frag Factorize getLightFactor 2014-03-21 18:36:47 +01:00
particle.frag Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
particle.vert Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
particlesimheightmap.vert
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
pointemitter.vert
pointlight.frag Fix errors when compiling shaders with UBOs disabled 2014-05-19 09:57:31 -06:00
pointlight.vert Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
rh.frag Another round of big triangle port. 2014-06-03 20:28:42 +02:00
rhdebug.frag Support some debug option for GI 2014-05-28 07:47:06 +02:00
rhdebug.vert Support some debug option for GI 2014-05-28 07:47:06 +02:00
rhpassthrough.geom Add RH support 2014-05-28 07:47:06 +02:00
rsm.frag Remove Untextured material. 2014-07-02 22:37:51 +02:00
rsm.vert Remove Untextured material. 2014-07-02 22:37:51 +02:00
screenquad.vert
shadow.geom Make use of gl_amd_vertex_shader_layer when available 2014-05-08 01:16:02 +02:00
shadow.vert Use explicit attribute location. 2014-06-24 23:17:41 +02:00
skinning.vert
sky.frag Fix errors when compiling shaders with UBOs disabled 2014-05-19 09:57:31 -06:00
skybox.frag
skybox.vert
slicedscreenquad.vert Add RH support 2014-05-28 07:47:06 +02:00
splatting.frag Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
ssao.frag Tweak ssao (again) 2014-06-23 01:03:55 +02:00
sunlight.frag Fixed shader compilation errors. 2014-06-11 09:11:07 +10:00
sunlightshadow.frag Fix 1366. 2014-06-15 22:14:50 +10:00
sunlightshadowdebug.frag Fix attempt for #1308 2014-05-03 17:36:27 +02:00
texturedquad.frag
texturedquad.vert
tonemap.frag Add a weight for vignette. 2014-06-28 00:20:44 +02:00
transparent.frag Use global VAO for rendering 2014-07-08 18:31:46 +02:00
transparentfog.frag Use global VAO for rendering 2014-07-08 18:31:46 +02:00
uniformcolortexturedquad.frag Add 50% transparency to minimap. 2014-06-26 00:46:55 +02:00
untextured_object.frag Factorize getLightFactor 2014-03-21 18:36:47 +01:00
water.frag
water.vert
white.frag