.. |
ge_shaders
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Reduce instance data size
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2022-10-02 16:41:09 +08:00 |
irrlicht
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Handle vertex color in render info for COGLES2FixedPipelineRenderer
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2022-10-19 09:29:06 +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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Use uniform rendering code for particle rendering
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2022-09-09 09:41:32 +08:00 |
alphatest_particle.vert
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Fix sky particles rendering in modern gl3 too, see #2779
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2022-10-17 09:33:51 +08:00 |
bilateralH.comp
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Merged with master, solved conflicts
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2016-06-18 19:28:54 +02:00 |
bilateralH.frag
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Fixes in more shaders
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2016-06-28 21:55:51 +02:00 |
bilateralV.comp
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Merged with master, solved conflicts
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2016-06-18 19:28:54 +02:00 |
bilateralV.frag
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Fixes in more shaders
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2016-06-28 21:55:51 +02:00 |
bloom.frag
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Fixed bloom with scale_rtts_factor parameter.
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2016-08-15 08:46:02 +02:00 |
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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Merged with master, solved conflicts
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2016-06-18 19:28:54 +02:00 |
blurshadowV.comp
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Merged with master, solved conflicts
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2016-06-18 19:28:54 +02:00 |
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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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
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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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.comp
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Merged with master, solved conflicts
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2016-06-18 19:28:54 +02:00 |
gaussian6h.frag
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Some fixes
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2016-06-27 13:39:20 +02:00 |
gaussian6v.comp
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Merged with master, solved conflicts
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2016-06-18 19:28:54 +02:00 |
gaussian6v.frag
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Some fixes
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2016-06-27 13:39:20 +02:00 |
glow.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
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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Screen-space refection: many fixes + optimization (#4575)
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2021-08-30 16:34:02 +08:00 |
importance_sampling_specular.frag
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Revert "Try to fix ibl precision issue"
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2014-12-14 02:48:47 +01:00 |
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 |
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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Implement lightning effect using shaders
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2015-10-31 01:00:48 +01:00 |
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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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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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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Fix passthrough shader
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2015-02-23 22:02:32 +01:00 |
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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Use uniform rendering code for particle rendering
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2022-09-09 09:41:32 +08:00 |
simple_particle.vert
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Fix sky particles rendering in modern gl3 too, see #2779
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2022-10-17 09:33:51 +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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Fix missing vertex color in gles2 driver
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2022-09-16 10:58:17 +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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Removed clouds feature. Should be done with custom shaders now. Could be in the future part of weather
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2021-02-07 21:31:22 +01:00 |
sunlightshadow.frag
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Fix #4533
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2021-05-21 23:13:55 +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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Remove unneeded pow in transparent.frag
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2022-09-08 15:24:40 +08:00 |
uniformcolortexturedquad.frag
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Already working GUI in shader-based pipeline
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2016-06-25 15:10:53 +02:00 |
white.frag
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Remove all unused shaders
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2018-01-12 19:10:55 +08:00 |