stk-code_catmod/data/shaders
2017-01-20 00:06:35 -05:00
..
irrlicht Initial linux version. 2016-06-24 02:47:13 +02:00
utils Merge remote-tracking branch 'origin/master' into gles 2016-07-11 23:43:10 +02:00
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
billboard.frag Fix billboard transparency 2015-02-19 00:44:21 +01:00
billboard.vert
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
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
degraded_ibl.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
detailed_object_pass2.frag Use gamma corrected decal 2017-01-14 09:41:29 -05:00
displace.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
displace.vert Minor improvements for non-instanced shaders 2016-12-23 19:22:30 +08:00
dof.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
flipparticle.vert Properly reapply HD3000 particle fix 2014-09-10 18:57:40 +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
gaussian3v.frag
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 Allow drawing instanced glow color without explicit location 2016-12-23 10:36:35 +08:00
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 better shader for underwater vegetation 2016-12-09 11:38:56 -05:00
grass_pass.vert Minor improvements for non-instanced shaders 2016-12-23 19:22:30 +08:00
header.txt Use a non-hardcoded values for mat4 array (max 1024) 2016-12-11 15:50:53 +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 Use gamma corrected decal 2017-01-14 09:41:29 -05:00
instanced_grass_pass2.frag Don't out a interpolated color change 2016-12-23 11:38:32 +08:00
instanced_grass.vert Don't out a interpolated color change 2016-12-23 11:38:32 +08:00
instanced_grassshadow.vert Correct the spelling of shader files 2016-12-18 14:59:37 +08:00
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 Don't out a interpolated color change 2016-12-23 11:38:32 +08:00
instanced_object_pass.vert Don't out a interpolated color change 2016-12-23 11:38:32 +08:00
instanced_object_unlit.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
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 Add emit map to a shader, so cars in candela are like small dots 2017-01-20 00:06:35 -05:00
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 Correct the spelling of shader files 2016-12-18 14:59:37 +08:00
instanced_shadowref.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
instanced_skinning_shadow.vert Allow to use hardware skinning with opengl 3.1 2016-12-23 01:31:13 +08:00
instanced_skinning.vert Don't out a interpolated color change 2016-12-23 11:38:32 +08:00
layertexturequad.frag
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
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
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
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 Fix AZDO with colorization 2016-11-30 13:52:06 +08:00
object_pass.vert Minor improvements for non-instanced shaders 2016-12-23 19:22:30 +08:00
object_unlit.frag Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
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 Allow alpha test shader to be colorizable 2016-12-04 13:21:39 +08:00
particle.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +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_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
pass.vert
passthrough.frag Fix passthrough shader 2015-02-23 22:02:32 +01:00
pointemitter.vert Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
pointlight.frag Fixed advanced lighting on android 2016-09-12 21:43:31 +02:00
pointlight.vert
pointlightscatter.frag Some fixes 2016-06-27 13:39:20 +02:00
primitive2dlist.vert Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +02:00
rh.frag GI use sun color value 2014-10-06 22:51:41 +02:00
rhdebug.frag
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
rsm.vert Avoid using matrix4 calculation 2016-11-28 15:44:14 +08:00
screenquad.vert
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
shadow.vert Use one call for each shadow cascade instead of a big one. 2014-08-26 21:56:16 +02:00
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
skinning_shadow.vert Allow to use hardware skinning with opengl 3.1 2016-12-23 01:31:13 +08:00
skinning.vert Minor improvements for non-instanced shaders 2016-12-23 19:22:30 +08:00
sky.frag Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
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
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 Fixed advanced lighting on android 2016-09-12 21:43:31 +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
tfb_dummy.frag Added missing file 2016-06-27 23:06:48 +02:00
tonemap.frag Port some basic shaders to use #stk_include. 2016-06-26 16:39:34 +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