stk-code_catmod/data/shaders
2014-11-15 01:11:26 +01:00
..
utils Try to emulate enery conservation 2014-10-05 21:53:06 +02:00
bilateralH.comp Use texture instead of image in SSAO. 2014-09-16 15:18:29 +02:00
bilateralH.frag Implement bilateral with fragment codepath. 2014-06-22 18:04:46 +02:00
bilateralV.comp Use texture instead of image in SSAO. 2014-09-16 15:18:29 +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 Port stkbillboard to singleton shader 2014-08-07 00:52:44 +02:00
bloom.frag Fix bloom effect on mesa 2014-10-07 00:00:16 +02:00
bloomblend.frag Revert "Force non negative value in bloom" 2014-09-16 00:37:23 +02:00
bloompower.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
bubble.frag Shaders'outputs use premultiplied alphas 2014-04-03 14:46:35 +02:00
bubble.vert Fix bubble shader with glsl < 330. 2014-07-09 17:49:47 +02:00
check.sh
color_levels.frag Add proper tonemap, although disabled. 2014-04-21 01:52:44 +02:00
coloredquad.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
coloredquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
colorize.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
colortexturedquad.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
colortexturedquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
depthhistogram.comp Implement depth histogram to position cascade split 2014-11-07 13:42:13 +01:00
detailledobject_pass2.frag Convert remaining shaders 2014-10-05 20:47:13 +02:00
diffuseenvmap.frag Fix sqrt(int) in diffuseenvmap 2014-11-08 01:02:46 +01:00
displace.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
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
farplane.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
flipparticle.vert Properly reapply HD3000 particle fix 2014-09-10 18:57:40 +02:00
fog.frag Fix classic fog 2014-11-11 22:43:25 +01:00
frustrum.vert Use an header included in every shaders. 2014-08-02 00:50:56 +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.comp Use CS for gaussian6 2014-11-15 01:11:26 +01:00
gaussian6h.frag Use variable sigma for blur filter 2014-11-10 21:32:04 +01:00
gaussian6v.comp Use CS for gaussian6 2014-11-15 01:11:26 +01:00
gaussian6v.frag Use variable sigma for blur filter 2014-11-10 21:32:04 +01:00
gi.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
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 #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
godfade.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
godray.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
grass_pass2.frag Convert remaining shaders 2014-10-05 20:47:13 +02:00
grass_pass.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
header.txt Avoid some useless computation in some vert shaders 2014-09-05 23:41:12 +02:00
instanced_detailledobject_pass2.frag Use specmap on others mats 2014-10-05 20:37:49 +02:00
instanced_grass_pass2.frag Minor tweak with transluscent material 2014-11-13 18:02:25 +01:00
instanced_grass.vert Fix grass in azdo mode 2014-10-08 01:01:28 +02:00
instanced_normalmap.frag Support for 3 tex mats 2014-09-19 23:09:22 +02:00
instanced_object_pass1.frag Some fixes 2014-09-20 18:48:22 +02:00
instanced_object_pass2.frag Try to emulate enery conservation 2014-10-05 21:53:06 +02:00
instanced_object_pass.vert Support for 3 tex mats 2014-09-19 23:09:22 +02:00
instanced_object_unlit.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
instanced_objectpass_spheremap.frag Try to emulate enery conservation 2014-10-05 21:53:06 +02:00
instanced_objectref_pass1.frag Add glossytex to textures 2014-09-19 19:54:00 +02:00
instanced_objectref_pass2.frag Use specmap value 2014-10-05 02:30:01 +02:00
instanced_rsm.frag Gather object in instanced calls 2014-09-02 23:23:23 +02:00
instanced_rsm.vert Gather object in instanced calls 2014-09-02 23:23:23 +02:00
instanced_shadow.geom Use uvec2 instead of sampler2D 2014-08-29 01:30:19 +02:00
instanced_shadowref.frag Tweak values 2014-11-02 19:07:02 +01:00
instanciedgrassshadow.vert Use uvec2 instead of sampler2D 2014-08-29 01:30:19 +02:00
instanciedshadow.vert Use uvec2 instead of sampler2D 2014-08-29 01:30:19 +02:00
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 Prepare compute shader to stretch lightcoord 2014-11-07 13:42:13 +01:00
linearizedepth.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
logluminance.frag Revert "Some color are negative, clamp them in loglum" 2014-04-22 18:18:18 +02:00
mipviz.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
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
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 Play with bindless textures 2014-08-22 23:48:28 +02:00
object_pass1.frag Some factorisation for non instanced path 2014-09-20 19:28:06 +02:00
object_pass2.frag Additionnal fixes 2014-10-05 21:45:56 +02:00
object_pass.vert Forget to add Tangent/BiTangent with pre 330 2014-08-15 02:14:30 +02:00
object_unlit.frag Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
objectpass_spheremap.frag Try to emulate enery conservation 2014-10-05 21:53:06 +02:00
objectref_pass1.frag Some factorisation for non instanced path 2014-09-20 19:28:06 +02:00
objectref_pass2.frag Additionnal fixes 2014-10-05 21:45:56 +02:00
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 Port PointLight shader 2014-08-22 00:30:14 +02:00
pointlight.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
pointlightscatter.frag Implement scattering for point light 2014-11-11 22:36:27 +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 values 2014-11-02 19:07:02 +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 Tweak values 2014-11-02 19:07:02 +01:00
skinning.vert
sky.frag Fix sky warp 2014-10-02 02:53:31 +02:00
skybox.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
skybox.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +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 Fix splatting 2014-10-05 22:46:02 +02:00
ssao.frag Make SSAO param changeable. 2014-08-09 18:51:52 +02:00
sunlight.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
sunlightshadow.frag Make cascade split modifiable 2014-11-04 20:53:32 +01:00
texturedquad.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
texturedquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
tonemap.frag enable vignette during races 2014-11-03 21:53:44 +01:00
transparent.frag Play with bindless textures 2014-08-22 23:48:28 +02:00
transparentfog.frag Play with bindless textures 2014-08-22 23:48:28 +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
volumetriclight.frag merge with trunk + try to adapt to the new blur system 2014-11-12 00:08:21 +01:00
water.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
water.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
white.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00