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utils
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Forget a shader + remove shader output
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2014-08-02 00:56:36 +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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Port stkbillboard to singleton shader
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2014-08-07 00:52:44 +02:00 |
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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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
bloompower.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
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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Fix bubble shader with glsl < 330.
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2014-07-09 17:49:47 +02:00 |
check.sh
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SVN messed up data/shaders in my branch. 76 files in local copy, 21 on SF. Re-adding folder to branch.
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2013-12-09 13:11:09 +00:00 |
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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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
coloredquad.vert
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
colorize.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
colortexturedquad.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
colortexturedquad.vert
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
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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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
displace.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
displace.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
dof.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
farplane.vert
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
flipparticle.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
fog.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
frustrum.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +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 an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
glow.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
godfade.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
godray.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
grass_pass2.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
grass_pass.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
header.txt
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Add screen fallback in case no ubo are here.
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2014-08-02 01:02:06 +02:00 |
instanced_grass.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
instanced_object_pass.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
instanciedgrassshadow.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
instanciedshadow.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +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 an header included in every shaders.
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2014-08-02 00:50:56 +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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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
mlaa_blend2.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +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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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
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2013-11-30 21:33:06 +00:00 |
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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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
motion_blur.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +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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Use an header included in every shaders.
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2014-08-02 00:50:56 +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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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
object_unlit.frag
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Fix shadows for unlit with alpha ref.
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2014-08-07 02:12:13 +02:00 |
objectpass_spheremap.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
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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Support vertex color for alpha ref material.
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2014-08-07 02:11:55 +02:00 |
particle.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
particle.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
particlesimheightmap.vert
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
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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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
pointlight.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
pointlight.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
rh.frag
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Fix GI
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2014-08-07 22:32:42 +02:00 |
rhdebug.frag
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Fix GI
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2014-08-07 22:32:42 +02:00 |
rhdebug.vert
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Fix GI
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2014-08-07 22:32:42 +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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Add Splatting RSM shader type.
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2014-08-08 01:07:55 +02:00 |
rsm.vert
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Add Splatting RSM shader type.
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2014-08-08 01:07:55 +02:00 |
screenquad.vert
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
shadow_grass.vert
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
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 an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
skinning.vert
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Use an openGL 3.3 compatibility context when available.
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2014-02-12 22:16:10 +01:00 |
sky.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
skybox.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
skybox.vert
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
slicedscreenquad.vert
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Add RH support
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2014-05-28 07:47:06 +02:00 |
splatting_rsm.frag
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Add Splatting RSM shader type.
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2014-08-08 01:07:55 +02:00 |
splatting.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
ssao.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
sunlight.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
sunlightshadow.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
texturedquad.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
texturedquad.vert
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
tonemap.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +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 an header included in every shaders.
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2014-08-02 00:50:56 +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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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
water.vert
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
white.frag
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |