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irrlicht
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Add EMT_STK_GRASS for GLES2 to draw grass material without vertex color
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2018-11-30 23:33:30 +08:00 |
utils
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Add more utilities to default shader function + make the road shader more optimized
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2018-08-13 18:46:00 +02:00 |
alphatest_particle.frag
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Features completed cpu particle
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2017-10-14 00:19:59 +08:00 |
alphatest_particle.vert
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Remove !sRGB in shader which is always true now
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2018-01-22 12:54:39 +08:00 |
bilateralH.comp
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bilateralH.frag
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bilateralV.comp
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bilateralV.frag
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bloom.frag
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bloomblend.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
blurshadowH.comp
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blurshadowV.comp
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coloredquad.frag
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
coloredquad.vert
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
colorize.frag
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colortexturedquad.frag
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Batch glyph for quicker text rendering
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2020-05-01 09:34:04 +08:00 |
colortexturedquad.vert
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Batch glyph for quicker text rendering
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2020-05-01 09:34:04 +08:00 |
combine_diffuse_color.frag
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Bring back the legacy gloss computation (to disable once a proper fallback is done)
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2019-06-25 20:42:29 +02:00 |
degraded_ibl.frag
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soften the degraded ibl to make preview less dark
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2019-06-24 23:33:03 +02:00 |
dof.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
frustrum.vert
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
gaussian3h.frag
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gaussian3v.frag
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gaussian6h.comp
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gaussian6h.frag
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gaussian6v.comp
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gaussian6v.frag
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glow.frag
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godfade.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
godray.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
header.txt
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
IBL.frag
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Fix GLES shader
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2019-06-26 16:25:13 +08:00 |
importance_sampling_specular.frag
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layertexturequad.frag
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lensblend.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
lightning.frag
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linearizedepth.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
mlaa_blend2.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
mlaa_color1.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
MLAA_COPYING
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mlaa_neigh3.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
motion_blur.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
passthrough.frag
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pointlight.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
pointlight.vert
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
pointlightscatter.frag
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Minor optimization in pointlight scatter.
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2018-12-23 23:31:22 +01:00 |
primitive2dlist.vert
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Batch glyph for quicker text rendering
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2020-05-01 09:34:04 +08:00 |
screenquad.vert
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Use explicit attrib location when the extension is available.
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2017-02-01 21:58:10 +01:00 |
simple_particle.frag
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Remove unneeded flat out
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2018-02-03 00:21:59 +08:00 |
simple_particle.vert
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Remove unneeded flat out
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2018-02-03 00:21:59 +08:00 |
sky.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
sky.vert
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Use explicit attrib location when the extension is available.
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2017-02-01 21:58:10 +01:00 |
sp_alpha_test.frag
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Further boost stk by writing 1 less framebuffer attachment
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2018-02-07 12:49:45 +08:00 |
sp_decal.frag
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Further boost stk by writing 1 less framebuffer attachment
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2018-02-07 12:49:45 +08:00 |
sp_displace.frag
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
sp_dynamic_night_bloom.frag
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Add a shader to use the day/night cycle for lamps, etc
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2018-02-27 23:38:28 +01:00 |
sp_ghost.frag
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Remove flat for hue_change
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2018-02-02 21:17:24 +08:00 |
sp_grass_pass.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_grass_shadow.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_grass.frag
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Further boost stk by writing 1 less framebuffer attachment
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2018-02-07 12:49:45 +08:00 |
sp_normal_map.frag
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Use a special detail map shader for normal map (later)
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2018-09-14 22:51:44 +08:00 |
sp_normal_visualizer.frag
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Fix normal visualizer
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2017-12-29 00:52:29 +08:00 |
sp_normal_visualizer.geom
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Clean up debug visualization
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2018-02-03 13:14:15 +08:00 |
sp_normal_visualizer.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_pass.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_road_blending.frag
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Add more utilities to default shader function + make the road shader more optimized
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2018-08-13 18:46:00 +02:00 |
sp_shadow_alpha_test.frag
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
sp_shadow.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_skinning_shadow.vert
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Use 4 32bit floats for quaternion for sam's wall
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2018-04-12 16:27:48 +08:00 |
sp_skinning.vert
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Fix detail map on normal map with skinned mesh shader
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2018-09-09 00:52:00 +08:00 |
sp_solid.frag
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Reset the shader to fix the minimap
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2019-06-24 23:33:03 +02:00 |
sp_text_billboard.frag
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Port billboard text
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2017-12-30 15:28:04 +08:00 |
sp_tilling_mitigation.frag
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Add a mitigation for tilling textures. Very usefull for terrains, etc
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2018-04-07 04:11:11 +02:00 |
sp_transparent.frag
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
sp_unlit.frag
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Further boost stk by writing 1 less framebuffer attachment
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2018-02-07 12:49:45 +08:00 |
sp_vertical_mapping.frag
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Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something)
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2018-04-07 22:16:43 +02:00 |
sps_00_solid.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_01_normalmap.xml
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Use a special detail map shader for normal map (later)
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2018-09-14 22:51:44 +08:00 |
sps_02_alphatest.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_03_decal.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_04_grass.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_05_unlit.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_06_alphablend.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_07_additive.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_08_ghost.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_09_dynamic_night_bloom.xml
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Use 2 digits for shader order
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2018-04-12 16:31:01 +08:00 |
sps_10_tillingMitigation.xml
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Remove unneeded skinned mesh version for tilling and vertical mapping shader
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2018-04-12 16:35:25 +08:00 |
sps_11_verticalMapping.xml
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Remove unneeded skinned mesh version for tilling and vertical mapping shader
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2018-04-12 16:35:25 +08:00 |
sps_12_roadBlending.xml
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Add more utilities to default shader function + make the road shader more optimized
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2018-08-13 18:46:00 +02:00 |
ssao.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
sunlight.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
sunlightshadow.frag
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Add SP for correct normal and easier shader system
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2017-12-25 14:00:10 +08:00 |
texturedquad_custom_alpha.frag
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Add 2d drawing shader with custom alpha
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2019-08-16 11:48:10 +08:00 |
texturedquad.frag
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Use sampleTextureLayer in shader files
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2018-01-22 10:43:22 +08:00 |
texturedquad.vert
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Add rotation uniform to 2d drawing shader
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2019-08-16 10:31:24 +08:00 |
tonemap.frag
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Remove !sRGB in shader which is always true now
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2018-01-22 12:54:39 +08:00 |
transparent.frag
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uniformcolortexturedquad.frag
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white.frag
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Remove all unused shaders
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2018-01-12 19:10:55 +08:00 |