stk-code_catmod/data/shaders
2014-08-15 00:02:43 +02:00
..
utils Forget a shader + remove shader output 2014-08-02 00:56:36 +02:00
bilateralH.comp Implemented bilateral for compute path. 2014-06-22 18:04:45 +02:00
bilateralH.frag Implement bilateral with fragment codepath. 2014-06-22 18:04:46 +02:00
bilateralV.comp Implemented bilateral for compute path. 2014-06-22 18:04:45 +02:00
bilateralV.frag Implement bilateral with fragment codepath. 2014-06-22 18:04:46 +02:00
billboard.frag Premultiply alpha for billboards. 2014-05-10 20:49:30 +02:00
billboard.vert Port stkbillboard to singleton shader 2014-08-07 00:52:44 +02:00
bloom.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
bloomblend.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
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 Fix bubble shader with glsl < 330. 2014-07-09 17:49:47 +02:00
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
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 Port UI shaders. 2014-08-13 20:25:56 +02:00
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 Port UI shaders. 2014-08-13 20:25:56 +02:00
detailledobject_pass2.frag Factorize getLightFactor 2014-03-21 18:36:47 +01:00
diffuseenvmap.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
displace.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
displace.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
dof.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
farplane.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
flipparticle.vert Port particle rendering shaders too. 2014-08-13 21:04:03 +02:00
fog.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
frustrum.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
gaussian3h.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
gaussian3v.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
gaussian6h.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
gaussian6v.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
gi.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
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 Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
grass_pass.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
header.txt Add screen fallback in case no ubo are here. 2014-08-02 01:02:06 +02:00
instanced_grass.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
instanced_object_pass.vert Add support for instanced normal map mesh. 2014-08-13 19:20:40 +02:00
instanciedgrassshadow.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
instanciedshadow.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
layertexturequad.frag Add a way to display shadow map. 2014-06-08 22:18:32 +02:00
linearizedepth.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
logluminance.frag Revert "Some color are negative, clamp them in loglum" 2014-04-22 18:18:18 +02:00
mipviz.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
mlaa_blend2.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
mlaa_color1.frag MLAA: Use srgb for auxiliary buffer. 2014-06-08 03:28:24 +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 Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
motion_blur.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
normal_visualizer.geom Normalize normals in normal view. 2014-08-09 21:24:50 +02:00
normalmap.frag Fix normalmap roughness 2014-04-23 18:09:48 +02:00
object_pass1.frag Use specularmap as glossiness map. 2014-04-07 21:35:09 +02:00
object_pass2.frag Fix vertex color for object_pass2 2014-07-08 01:35:04 +02:00
object_pass.vert Add support for instanced normal map mesh. 2014-08-13 19:20:40 +02:00
object_unlit.frag Fix shadows for unlit with alpha ref. 2014-08-07 02:12:13 +02:00
objectpass_spheremap.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
objectref_pass1.frag Use specularmap as glossiness map. 2014-04-07 21:35:09 +02:00
objectref_pass2.frag Support vertex color for alpha ref material. 2014-08-07 02:11:55 +02:00
particle.frag Port particle rendering shaders too. 2014-08-13 21:04:03 +02:00
particle.vert Port particle rendering shaders too. 2014-08-13 21:04:03 +02:00
particlesimheightmap.vert Factorise attribute location of simulation program. 2014-08-13 22:26:52 +02:00
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
pointemitter.vert Factorise attribute location of simulation program. 2014-08-13 22:26:52 +02:00
pointlight.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
pointlight.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
rh.frag Completly unroll the loop 2014-08-15 00:02:43 +02:00
rhdebug.frag Fix GI 2014-08-07 22:32:42 +02:00
rhdebug.vert Fix GI 2014-08-07 22:32:42 +02:00
rhpassthrough.geom Add RH support 2014-05-28 07:47:06 +02:00
rsm.frag Add Splatting RSM shader type. 2014-08-08 01:07:55 +02:00
rsm.vert Add Splatting RSM shader type. 2014-08-08 01:07:55 +02:00
screenquad.vert Factorize FullScreen shaders invocations. 2014-08-13 02:01:29 +02:00
shadow_grass.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
shadow.geom Make use of gl_amd_vertex_shader_layer when available 2014-05-08 01:16:02 +02:00
shadow.vert Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
skinning.vert Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
sky.frag Use an header included in every shaders. 2014-08-02 00:50:56 +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
slicedscreenquad_nvworkaround.vert Try a fix for nvidia and GI 2014-08-14 21:26:16 +02:00
slicedscreenquad.vert Try a fix for nvidia and GI 2014-08-14 21:26:16 +02:00
splatting_rsm.frag Add Splatting RSM shader type. 2014-08-08 01:07:55 +02:00
splatting.frag Fix SSAO on splatting material. 2014-08-09 20:05:49 +02:00
ssao.frag Make SSAO param changeable. 2014-08-09 18:51:52 +02:00
sunlight.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
sunlightshadow.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
texturedquad.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
texturedquad.vert Port UI shaders. 2014-08-13 20:25:56 +02:00
tonemap.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
transparent.frag Use global VAO for rendering 2014-07-08 18:31:46 +02:00
transparentfog.frag Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
uniformcolortexturedquad.frag Add 50% transparency to minimap. 2014-06-26 00:46:55 +02:00
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