.. |
utils
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Try to emulate enery conservation
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2014-10-05 21:53:06 +02:00 |
bilateralH.comp
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Use texture instead of image in SSAO.
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2014-09-16 15:18:29 +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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Use texture instead of image in SSAO.
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2014-09-16 15:18:29 +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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Fix bloom computation
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2014-09-24 01:19:37 +02:00 |
bloomblend.frag
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Revert "Force non negative value in bloom"
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2014-09-16 00:37:23 +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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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
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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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
detailledobject_pass2.frag
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Convert remaining shaders
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2014-10-05 20:47:13 +02:00 |
diffuseenvmap.frag
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Tweak envmap
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2014-10-06 02:29:18 +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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Properly reapply HD3000 particle fix
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2014-09-10 18:57:40 +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_object.frag
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Fix glowobject frag shader
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2014-09-05 22:17:57 +02:00 |
glow_object.vert
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Use ProjectionViewMatrix in glow_object.vert
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2014-09-17 02:12:28 +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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Convert remaining shaders
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2014-10-05 20:47:13 +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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Avoid some useless computation in some vert shaders
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2014-09-05 23:41:12 +02:00 |
instanced_detailledobject_pass2.frag
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Use specmap on others mats
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2014-10-05 20:37:49 +02:00 |
instanced_grass_pass2.frag
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Use specmap on others mats
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2014-10-05 20:37:49 +02:00 |
instanced_grass.vert
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Avoid some useless computation in some vert shaders
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2014-09-05 23:41:12 +02:00 |
instanced_normalmap.frag
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Support for 3 tex mats
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2014-09-19 23:09:22 +02:00 |
instanced_object_pass1.frag
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Some fixes
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2014-09-20 18:48:22 +02:00 |
instanced_object_pass2.frag
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Try to emulate enery conservation
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2014-10-05 21:53:06 +02:00 |
instanced_object_pass.vert
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Support for 3 tex mats
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2014-09-19 23:09:22 +02:00 |
instanced_object_unlit.frag
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Implement runtime detection of srgb bindless fix
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2014-08-28 22:02:12 +02:00 |
instanced_objectpass_spheremap.frag
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Try to emulate enery conservation
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2014-10-05 21:53:06 +02:00 |
instanced_objectref_pass1.frag
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Add glossytex to textures
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2014-09-19 19:54:00 +02:00 |
instanced_objectref_pass2.frag
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Use specmap value
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2014-10-05 02:30:01 +02:00 |
instanced_rsm.frag
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Gather object in instanced calls
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2014-09-02 23:23:23 +02:00 |
instanced_rsm.vert
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Gather object in instanced calls
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2014-09-02 23:23:23 +02:00 |
instanced_shadow.geom
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Use uvec2 instead of sampler2D
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2014-08-29 01:30:19 +02:00 |
instanced_shadowref.frag
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Use uvec2 instead of sampler2D
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2014-08-29 01:30:19 +02:00 |
instanciedgrassshadow.vert
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Use uvec2 instead of sampler2D
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2014-08-29 01:30:19 +02:00 |
instanciedshadow.vert
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Use uvec2 instead of sampler2D
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2014-08-29 01:30:19 +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 |
normal_visualizer.geom
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Normalize normals in normal view.
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2014-08-09 21:24:50 +02:00 |
normalmap.frag
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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
object_pass1.frag
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Some factorisation for non instanced path
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2014-09-20 19:28:06 +02:00 |
object_pass2.frag
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Additionnal fixes
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2014-10-05 21:45:56 +02:00 |
object_pass.vert
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Forget to add Tangent/BiTangent with pre 330
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2014-08-15 02:14:30 +02:00 |
object_unlit.frag
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Implement runtime detection of srgb bindless fix
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2014-08-28 22:02:12 +02:00 |
objectpass_spheremap.frag
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Try to emulate enery conservation
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2014-10-05 21:53:06 +02:00 |
objectref_pass1.frag
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Some factorisation for non instanced path
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2014-09-20 19:28:06 +02:00 |
objectref_pass2.frag
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Additionnal fixes
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2014-10-05 21:45:56 +02:00 |
particle.frag
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Port particle rendering shaders too.
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2014-08-13 21:04:03 +02:00 |
particle.vert
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Fix particle for hd3000
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2014-09-10 01:42:51 +02:00 |
particlesimheightmap.vert
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Fix particle for hd3000
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2014-09-10 01:42:51 +02:00 |
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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Fix extra respawning particles
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2014-10-01 01:19:49 +02:00 |
pointlight.frag
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Port PointLight shader
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2014-08-22 00:30:14 +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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Completly unroll the loop
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2014-08-15 00:02:43 +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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Factorize FullScreen shaders invocations.
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2014-08-13 02:01:29 +02:00 |
shadow_grass.vert
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Use one call for each shadow cascade instead of a big one.
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2014-08-26 21:56:16 +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 one call for each shadow cascade instead of a big one.
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2014-08-26 21:56:16 +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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Fix sky warp
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2014-10-02 02:53:31 +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_nvworkaround.vert
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Try a fix for nvidia and GI
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2014-08-14 21:26:16 +02:00 |
slicedscreenquad.vert
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Try a fix for nvidia and GI
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2014-08-14 21:26:16 +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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Fix splatting
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2014-10-05 22:46:02 +02:00 |
ssao.frag
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Make SSAO param changeable.
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2014-08-09 18:51:52 +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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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
tonemap.frag
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Revert "Fix negative value inside tonemap"
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2014-09-16 00:37:37 +02:00 |
transparent.frag
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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
transparentfog.frag
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Play with bindless textures
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2014-08-22 23:48:28 +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 |