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irrlicht
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Initial linux version.
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2016-06-24 02:47:13 +02:00 |
utils
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Some fixes
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2016-06-27 13:39:20 +02:00 |
bilateralH.comp
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Revert 65cb55add4 (Make bloom less
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2015-03-16 08:37:59 +11:00 |
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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Revert 65cb55add4 (Make bloom less
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2015-03-16 08:37:59 +11:00 |
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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Fix billboard transparency
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2015-02-19 00:44:21 +01:00 |
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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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
bloomblend.frag
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Increase the strenght of the lens dust
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2015-07-27 02:00:34 +02:00 |
blurshadowH.comp
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Same for shadow blur pass
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2014-12-09 18:54:27 +01:00 |
blurshadowV.comp
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Same for shadow blur pass
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2014-12-09 18:54:27 +01:00 |
coloredquad.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +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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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
colortexturedquad.frag
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Fix transparency of fallback characters
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2015-02-21 18:06:27 +01:00 |
colortexturedquad.vert
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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
degraded_ibl.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
detailed_object_pass2.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
displace.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
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 |
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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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
frustrum.vert
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Frustrum shader is updated to new system
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2014-12-11 01:19:17 +01:00 |
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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Revert 65cb55add4 (Make bloom less
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2015-03-16 08:37:59 +11:00 |
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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Revert 65cb55add4 (Make bloom less
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2015-03-16 08:37:59 +11:00 |
gaussian6v.frag
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Some fixes
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2016-06-27 13:39:20 +02:00 |
gi.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +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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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +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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GodRay use correct screencoord
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2015-02-24 22:29:31 +01:00 |
godray.frag
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GodRay use correct screencoord
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2015-02-24 22:29:31 +01:00 |
grass_pass2.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +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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Used #ifndef in header.txt
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2014-12-27 03:21:55 +01:00 |
IBL.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
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 |
instanced_detailed_object_pass2.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_grass_pass2.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_grass.vert
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_normalmap.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_object_pass1.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_object_pass2.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_object_pass.vert
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_object_unlit.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_objectpass_spheremap.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_objectref_pass1.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_objectref_pass2.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_rsm.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_rsm.vert
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanced_shadow.geom
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanced_shadowref.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
instanciedgrassshadow.vert
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
instanciedshadow.vert
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +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 |
lensblend.frag
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put into comment the blue lens flare if we need in the future
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2015-07-26 01:51:28 +02:00 |
lightning.frag
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Implement lightning effect using shaders
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2015-10-31 01:00:48 +01:00 |
Lightspaceboundingbox.comp
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +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 |
mlaa_blend2.frag
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Do not use extra uv for mlaa
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2015-02-24 22:08:49 +01:00 |
mlaa_color1.frag
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Do not use extra uv for mlaa
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2015-02-24 22:08:49 +01:00 |
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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Do not use extra uv for mlaa
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2015-02-24 22:08:49 +01:00 |
motion_blur.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +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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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
object_pass1.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
object_pass2.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
object_pass.vert
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
object_unlit.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
objectpass_spheremap.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
objectref_pass1.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
objectref_pass2.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
particle.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +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_gles.frag
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Already working GUI in shader-based pipeline
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2016-06-25 15:10:53 +02:00 |
pass_gles.vert
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Already working GUI in shader-based pipeline
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2016-06-25 15:10:53 +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 |
passthrough.frag
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Fix passthrough shader
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2015-02-23 22:02:32 +01:00 |
pointemitter.vert
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
pointlight.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +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 |
pointlightscatter.frag
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Some fixes
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2016-06-27 13:39:20 +02:00 |
primitive2dlist.vert
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
rh.frag
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GI use sun color value
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2014-10-06 22:51:41 +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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removed useless varying in rhpassthrough.geom shader
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2015-10-05 21:22:22 +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.frag
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Tweak shadow blur
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2014-11-18 03:44:45 +01:00 |
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 |
shadowmatrixgeneration.comp
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Start working on proper SDSM
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2015-02-23 22:35:53 +01:00 |
shadowref.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
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 a fullscreen pass for skybox
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2015-01-15 20:50:19 +01:00 |
sky.vert
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Use a fullscreen pass for skybox
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2015-01-15 20:50:19 +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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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
ssao.frag
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Clamp lod level in SSAO shader later.
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2015-01-12 22:47:53 +01:00 |
sunlight.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
sunlightshadow.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
sunlightshadowesm.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
texturedquad.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
texturedquad.vert
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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
tfb_dummy.frag
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Added missing file
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2016-06-27 23:06:48 +02:00 |
tonemap.frag
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Port some basic shaders to use #stk_include.
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2016-06-26 16:39:34 +02:00 |
transparent.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
transparentfog.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
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 |
untextured_object.frag
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Port also other shaders to use #stk_include
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2016-06-27 13:11:27 +02:00 |
volumetriclight.frag
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
white.frag
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |