.. |
utils
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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
bilateralH.comp
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Implemented bilateral for compute path.
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2014-06-22 18:04:45 +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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Implemented bilateral for compute path.
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2014-06-22 18:04:45 +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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Use a big triangle instead of 2 to cover full screen.
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2014-06-03 19:56:59 +02:00 |
bloomblend.frag
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Use an header included in every shaders.
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2014-08-02 00:50:56 +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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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
diffuseenvmap.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.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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Port particle rendering shaders too.
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2014-08-13 21:04:03 +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.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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Play with bindless textures
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2014-08-22 23:48:28 +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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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
instanced_detailledobject_pass2.frag
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Add instanced detail shader
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2014-08-26 20:34:37 +02:00 |
instanced_grass_pass2.frag
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
instanced_grass.vert
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
instanced_normalmap.frag
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
instanced_object_pass1.frag
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
instanced_object_pass2.frag
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
instanced_object_pass.vert
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
instanced_objectpass_spheremap.frag
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Add instanced spheremap shader
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2014-08-26 20:34:26 +02:00 |
instanced_objectref_pass1.frag
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
instanced_objectref_pass2.frag
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
instanced_shadow.geom
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
instanced_shadowref.frag
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
instanciedgrassshadow.vert
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
instanciedshadow.vert
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Read sampler from attributes.
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2014-08-24 21:50:59 +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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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
object_pass2.frag
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Play with bindless textures
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2014-08-22 23:48:28 +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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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
objectpass_spheremap.frag
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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
objectref_pass1.frag
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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
objectref_pass2.frag
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Play with bindless textures
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2014-08-22 23:48:28 +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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Port particle rendering shaders too.
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2014-08-13 21:04:03 +02:00 |
particlesimheightmap.vert
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Factorise attribute location of simulation program.
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2014-08-13 22:26:52 +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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Factorise attribute location of simulation program.
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2014-08-13 22:26:52 +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 an header included in every shaders.
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2014-08-02 00:50:56 +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 an header included in every shaders.
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2014-08-02 00:50:56 +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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Use an header included in every shaders.
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2014-08-02 00:50:56 +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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Play with bindless textures
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2014-08-22 23:48:28 +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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Use an header included in every shaders.
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2014-08-02 00:50:56 +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 |