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