stk-code_catmod/data/shaders
2015-02-23 21:41:22 +01:00
..
utils When there are 8 lod level, 7 is the max 2015-01-15 19:52:48 +01:00
bilateralH.comp Make bloom less pixelated using Intel doc 2015-02-23 21:41:22 +01:00
bilateralH.frag Implement bilateral with fragment codepath. 2014-06-22 18:04:46 +02:00
bilateralV.comp Make bloom less pixelated using Intel doc 2015-02-23 21:41:22 +01:00
bilateralV.frag Implement bilateral with fragment codepath. 2014-06-22 18:04:46 +02:00
billboard.frag Fix billboard transparency 2015-02-19 00:44:21 +01:00
billboard.vert Port stkbillboard to singleton shader 2014-08-07 00:52:44 +02:00
bloom.frag Make bloom less pixelated using Intel doc 2015-02-23 21:41:22 +01:00
bloomblend.frag Revert "Force non negative value in bloom" 2014-09-16 00:37:23 +02:00
blurshadowH.comp Same for shadow blur pass 2014-12-09 18:54:27 +01:00
blurshadowV.comp Same for shadow blur pass 2014-12-09 18:54:27 +01:00
coloredquad.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
coloredquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
colorize.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
colortexturedquad.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
colortexturedquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
degraded_ibl.frag First part of #1988 fix 2015-02-22 20:31:14 +01:00
depthhistogram.comp Implement depth histogram to position cascade split 2014-11-07 13:42:13 +01:00
detailledobject_pass2.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
displace.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
displace.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
dof.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
flipparticle.vert Properly reapply HD3000 particle fix 2014-09-10 18:57:40 +02:00
fog.frag Split scattering function in ambiant/point light part 2015-01-24 20:00:04 +01:00
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 Make bloom less pixelated using Intel doc 2015-02-23 21:41:22 +01:00
gaussian6h.frag Use variable sigma for blur filter 2014-11-10 21:32:04 +01:00
gaussian6v.comp Make bloom less pixelated using Intel doc 2015-02-23 21:41:22 +01:00
gaussian6v.frag Use variable sigma for blur filter 2014-11-10 21:32:04 +01:00
gi.frag Rename some shader to improve their meaning 2014-12-05 00:20:16 +01:00
glow_object.frag Fix glowobject frag shader 2014-09-05 22:17:57 +02:00
glow_object.vert Use ProjectionViewMatrix in glow_object.vert 2014-09-17 02:12:28 +02:00
glow.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
godfade.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
godray.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
grass_pass2.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
grass_pass.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
header.txt Used #ifndef in header.txt 2014-12-27 03:21:55 +01:00
IBL.frag Tweak IBL 2014-12-08 19:36:23 +01:00
importance_sampling_specular.frag Revert "Try to fix ibl precision issue" 2014-12-14 02:48:47 +01:00
instanced_detailledobject_pass2.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_grass_pass2.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_grass.vert Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_normalmap.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_object_pass1.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_object_pass2.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_object_pass.vert Fix tangent/bitangent computation 2015-01-12 23:01:35 +01:00
instanced_object_unlit.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_objectpass_spheremap.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_objectref_pass1.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_objectref_pass2.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_rsm.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_rsm.vert Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_shadow.geom Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_shadowref.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanciedgrassshadow.vert Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanciedshadow.vert Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
layertexturequad.frag Add a way to display shadow map. 2014-06-08 22:18:32 +02:00
lensblend.frag Add a description to the shader 2014-11-12 01:22:33 +01:00
Lightspaceboundingbox.comp Make bloom less pixelated using Intel doc 2015-02-23 21:41:22 +01:00
linearizedepth.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
mlaa_blend2.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
mlaa_color1.frag MLAA: Use srgb for auxiliary buffer. 2014-06-08 03:28:24 +02:00
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 Apply MLAA after color_in. 2014-04-14 03:30:42 +02:00
mlaa_offset.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
motion_blur.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
normal_visualizer.geom Normalize normals in normal view. 2014-08-09 21:24:50 +02:00
normalmap.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
object_pass1.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
object_pass2.frag Merge branch 'master' of https://github.com/supertuxkart/stk-code 2014-12-21 09:58:06 +01:00
object_pass.vert Fix tangent/bitangent computation 2015-01-12 23:01:35 +01:00
object_unlit.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
objectpass_spheremap.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
objectref_pass1.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
objectref_pass2.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
particle.frag Port particle rendering shaders too. 2014-08-13 21:04:03 +02:00
particle.vert Fix particle for hd3000 2014-09-10 01:42:51 +02:00
particlesimheightmap.vert Fix particle for hd3000 2014-09-10 01:42:51 +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
pointemitter.vert Fix extra respawning particles 2014-10-01 01:19:49 +02:00
pointlight.frag Clean up sunlight shader + factorize diffusebrdf 2014-12-14 21:39:18 +01:00
pointlight.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
pointlightscatter.frag Modelise Beer Lambert absorption for fog 2014-11-20 21:23:33 +01:00
primitive2dlist.vert Fix position of speedmeter 2014-10-17 18:51:41 +02:00
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 Fix GI 2014-08-07 22:32:42 +02:00
rhpassthrough.geom Add RH support 2014-05-28 07:47:06 +02:00
rsm.frag Add Splatting RSM shader type. 2014-08-08 01:07:55 +02:00
rsm.vert Add Splatting RSM shader type. 2014-08-08 01:07:55 +02:00
screenquad.vert Factorize FullScreen shaders invocations. 2014-08-13 02:01:29 +02:00
shadow_grass.vert Use one call for each shadow cascade instead of a big one. 2014-08-26 21:56:16 +02:00
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 one call for each shadow cascade instead of a big one. 2014-08-26 21:56:16 +02:00
shadowref.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
skinning.vert Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
sky.frag Use a fullscreen pass for skybox 2015-01-15 20:50:19 +01:00
sky.vert Use a fullscreen pass for skybox 2015-01-15 20:50:19 +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 Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
ssao.frag Clamp lod level in SSAO shader later. 2015-01-12 22:47:53 +01:00
sunlight.frag Factorise MRP 2014-12-27 03:22:06 +01:00
sunlightshadow.frag Allow to reduce shadow resolution 2015-01-11 00:45:38 +01:00
sunlightshadowesm.frag Add a ESM/PCF switch 2015-01-01 20:06:34 +01:00
texturedquad.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
texturedquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
tonemap.frag Cleanup tonemap shader 2014-12-07 21:27:26 +01:00
transparent.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
transparentfog.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
uniformcolortexturedquad.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
untextured_object.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
volumetriclight.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
white.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00