stk-code_catmod/data/shaders
2014-04-22 02:29:22 +02:00
..
utils Use some diffent value/equation for tonemap 2014-04-22 02:29:22 +02:00
billboard.frag Shaders'outputs use premultiplied alphas 2014-04-03 14:46:35 +02:00
billboard.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
bloom.frag Bloom: Weight the different sized contribution. 2014-04-14 02:45:15 +02:00
bloomblend.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
bloompower.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
bubble.frag Shaders'outputs use premultiplied alphas 2014-04-03 14:46:35 +02:00
bubble.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
caustics.frag Factorize getLightFactor 2014-03-21 18:36:47 +01:00
check.sh SVN messed up data/shaders in my branch. 76 files in local copy, 21 on SF. Re-adding folder to branch. 2013-12-09 13:11:09 +00:00
collapse.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
color_levels.frag Add proper tonemap, although disabled. 2014-04-21 01:52:44 +02:00
coloredquad.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
coloredquad.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
colorize.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
colortexturedquad.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
colortexturedquad.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
detailledobject_pass2.frag Factorize getLightFactor 2014-03-21 18:36:47 +01:00
diffuseenvmap.frag Use some realist order of magnitude of light 2014-04-21 19:40:10 +02:00
displace.frag STKMesh: Improve displace effect. 2014-03-03 23:59:12 +01:00
displace.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
farplane.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
flipparticle.vert Fix flip particle shader. 2014-03-26 20:58:13 +01:00
fog.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
gaussian3h.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
gaussian3v.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
gaussian6h.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
gaussian6v.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
glow.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
godfade.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
godray.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
grass_pass2.frag Follow more closely Crysis subsurface scatt. 2014-04-01 23:35:32 +02:00
grass_pass.vert Merge grass_pass*.vert 2014-04-01 23:16:30 +02:00
instanced_grass.vert Generalize use of UBO. 2014-04-10 21:16:44 +02:00
instanced_object_pass.vert Add a m_ubo_disabled switch in user config file. 2014-04-19 18:38:57 +02:00
instanciedshadow.vert Instancing: Support for alpha ref shadow. 2014-03-31 22:06:37 +02:00
logluminance.frag Use a less intrusive delta value 2014-04-21 19:39:39 +02:00
mipviz.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
mlaa_blend2.frag MLAA: Load the right shader for step 2 2014-04-04 19:42:05 +02:00
mlaa_color1.frag Apply MLAA after color_in. 2014-04-14 03:30:42 +02:00
MLAA_COPYING 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 2013-11-30 21:33:06 +00:00
mlaa_neigh3.frag Apply MLAA after color_in. 2014-04-14 03:30:42 +02:00
mlaa_offset.vert Port MLAA to new pipeline. 2014-04-03 00:14:58 +02:00
motion_blur.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
multiply.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
normalmap.frag Compress/convert to srgb per material basis. 2014-04-13 17:53:52 +02:00
normalmap.vert Some more conversion 2014-04-10 23:03:57 +02:00
object_pass1.frag Use specularmap as glossiness map. 2014-04-07 21:35:09 +02:00
object_pass2.frag Use specularmap as glossiness map. 2014-04-07 21:35:09 +02:00
object_pass.vert Add a m_ubo_disabled switch in user config file. 2014-04-19 18:38:57 +02:00
object_unlit.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
objectpass_rimlit.frag Reduce rimlight effect to a more reasonable strenght 2014-04-14 19:56:26 -04:00
objectpass_spheremap.frag Some more conversion 2014-04-10 23:03:57 +02:00
objectref_pass1.frag Use specularmap as glossiness map. 2014-04-07 21:35:09 +02:00
objectref_pass2.frag Factorize getLightFactor 2014-03-21 18:36:47 +01:00
particle.frag Shaders'outputs use premultiplied alphas 2014-04-03 14:46:35 +02:00
particle.vert Implement color variation in particle system 2014-03-15 13:35:51 -04:00
particlesimheightmap.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
pass.frag Add a function to query supported glsl ver 2014-03-22 18:36:20 +01:00
pass.vert Add a function to query supported glsl ver 2014-03-22 18:36:20 +01:00
penumbrah.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
penumbrav.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
pointemitter.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
pointlight.frag PointLight: Use a 1/(1 + d + k d^2) attenuation 2014-04-19 02:04:39 +02:00
pointlight.vert Bigger light extend wrt energy. 2014-04-07 22:20:43 +02:00
rain.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
rain.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
rainsim.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
screenquad.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadow.geom Gather View Projection and shadows matrix generation. 2014-04-10 21:16:42 +02:00
shadow.vert Fix kart shadows. 2014-04-02 00:09:49 +02:00
shadowgen.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadowimportance.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadowimportance.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadowpass.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadowpass.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadowwarph.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadowwarpv.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
skinning.vert Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
sky.frag Use some realist order of magnitude of light 2014-04-21 19:40:10 +02:00
skybox.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
skybox.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
splatting.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
ssao.frag Another ssao tweak. 2014-04-20 02:56:07 +02:00
sunlight.frag Support FresnelSchlick factor. 2014-04-07 21:35:10 +02:00
sunlightshadow.frag Use some realist order of magnitude of light 2014-04-21 19:40:10 +02:00
sunlightshadowdebug.frag Debug: display cascade in shadow debug mode 2014-04-19 23:57:27 +02:00
texturedquad.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
texturedquad.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
tonemap.frag Use some diffent value/equation for tonemap 2014-04-22 02:29:22 +02:00
transparent.frag Fix skid mark color 2014-04-13 18:00:15 +02:00
transparent.vert Attempt to fix skidding mark's color 2014-03-19 01:25:54 +01:00
transparentfog.frag Fix skid mark color 2014-04-13 18:00:15 +02:00
uniformcolortexturedquad.frag Implement UI single color overload 2014-03-26 19:04:45 +01:00
untextured_object.frag Factorize getLightFactor 2014-03-21 18:36:47 +01:00
water.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
water.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
white.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00