stk-code_catmod/data/shaders
2022-07-26 12:47:31 +08:00
..
ge_shaders Add animated mesh rendering 2022-07-26 12:47:31 +08:00
irrlicht Add EMT_STK_GRASS for GLES2 to draw grass material without vertex color 2018-11-30 23:33:30 +08:00
utils Add more utilities to default shader function + make the road shader more optimized 2018-08-13 18:46:00 +02:00
alphatest_particle.frag Features completed cpu particle 2017-10-14 00:19:59 +08:00
alphatest_particle.vert Remove !sRGB in shader which is always true now 2018-01-22 12:54:39 +08:00
bilateralH.comp Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
bilateralH.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
bilateralV.comp Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
bilateralV.frag Fixes in more shaders 2016-06-28 21:55:51 +02:00
bloom.frag Fixed bloom with scale_rtts_factor parameter. 2016-08-15 08:46:02 +02:00
bloomblend.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
blurshadowH.comp Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
blurshadowV.comp Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
coloredquad.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
coloredquad.vert Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
colorize.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
colortexturedquad.frag Batch glyph for quicker text rendering 2020-05-01 09:34:04 +08:00
colortexturedquad.vert Batch glyph for quicker text rendering 2020-05-01 09:34:04 +08:00
combine_diffuse_color.frag Bring back the legacy gloss computation (to disable once a proper fallback is done) 2019-06-25 20:42:29 +02:00
degraded_ibl.frag soften the degraded ibl to make preview less dark 2019-06-24 23:33:03 +02:00
dof.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
frustrum.vert Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
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.comp Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
gaussian6h.frag Some fixes 2016-06-27 13:39:20 +02:00
gaussian6v.comp Merged with master, solved conflicts 2016-06-18 19:28:54 +02:00
gaussian6v.frag Some fixes 2016-06-27 13:39:20 +02:00
glow.frag Assume __VERSION >= 130 everywhere 2015-01-01 03:18:13 +01:00
godfade.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
godray.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
header.txt Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
IBL.frag Screen-space refection: many fixes + optimization (#4575) 2021-08-30 16:34:02 +08:00
importance_sampling_specular.frag Revert "Try to fix ibl precision issue" 2014-12-14 02:48:47 +01:00
layertexturequad.frag Add a way to display shadow map. 2014-06-08 22:18:32 +02:00
lensblend.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
lightning.frag Implement lightning effect using shaders 2015-10-31 01:00:48 +01:00
linearizedepth.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
mlaa_blend2.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
mlaa_color1.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
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 Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
motion_blur.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
passthrough.frag Fix passthrough shader 2015-02-23 22:02:32 +01:00
pointlight.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
pointlight.vert Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
pointlightscatter.frag Minor optimization in pointlight scatter. 2018-12-23 23:31:22 +01:00
primitive2dlist.vert Batch glyph for quicker text rendering 2020-05-01 09:34:04 +08:00
screenquad.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
simple_particle.frag Move premultiplied alpha to shader 2021-03-07 15:41:00 +08:00
simple_particle.vert Remove unneeded flat out 2018-02-03 00:21:59 +08:00
sky.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
sky.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
sp_alpha_test.frag Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
sp_decal.frag Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
sp_displace.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
sp_dynamic_night_bloom.frag Add a shader to use the day/night cycle for lamps, etc 2018-02-27 23:38:28 +01:00
sp_ghost.frag Remove flat for hue_change 2018-02-02 21:17:24 +08:00
sp_grass_pass.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_grass_shadow.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_grass.frag Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
sp_normal_map.frag Use a special detail map shader for normal map (later) 2018-09-14 22:51:44 +08:00
sp_normal_visualizer.frag Fix normal visualizer 2017-12-29 00:52:29 +08:00
sp_normal_visualizer.geom Clean up debug visualization 2018-02-03 13:14:15 +08:00
sp_normal_visualizer.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_pass.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_road_blending.frag Add more utilities to default shader function + make the road shader more optimized 2018-08-13 18:46:00 +02:00
sp_shadow_alpha_test.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
sp_shadow.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_skinning_shadow.vert Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
sp_skinning.vert Fix detail map on normal map with skinned mesh shader 2018-09-09 00:52:00 +08:00
sp_solid.frag Reset the shader to fix the minimap 2019-06-24 23:33:03 +02:00
sp_text_billboard.frag Port billboard text 2017-12-30 15:28:04 +08:00
sp_tilling_mitigation.frag Add a mitigation for tilling textures. Very usefull for terrains, etc 2018-04-07 04:11:11 +02:00
sp_transparent.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
sp_unlit.frag Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
sp_vertical_mapping.frag Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something) 2018-04-07 22:16:43 +02:00
sps_00_solid.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_01_normalmap.xml Use a special detail map shader for normal map (later) 2018-09-14 22:51:44 +08:00
sps_02_alphatest.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_03_decal.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_04_grass.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_05_unlit.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_06_alphablend.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_07_additive.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_08_ghost.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_09_dynamic_night_bloom.xml Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
sps_10_tillingMitigation.xml Remove unneeded skinned mesh version for tilling and vertical mapping shader 2018-04-12 16:35:25 +08:00
sps_11_verticalMapping.xml Remove unneeded skinned mesh version for tilling and vertical mapping shader 2018-04-12 16:35:25 +08:00
sps_12_roadBlending.xml Add more utilities to default shader function + make the road shader more optimized 2018-08-13 18:46:00 +02:00
ssao.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
sunlight.frag Removed clouds feature. Should be done with custom shaders now. Could be in the future part of weather 2021-02-07 21:31:22 +01:00
sunlightshadow.frag Fix #4533 2021-05-21 23:13:55 +08:00
texturedquad_custom_alpha.frag Add 2d drawing shader with custom alpha 2019-08-16 11:48:10 +08:00
texturedquad.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
texturedquad.vert Add rotation uniform to 2d drawing shader 2019-08-16 10:31:24 +08:00
tonemap.frag Remove !sRGB in shader which is always true now 2018-01-22 12:54:39 +08:00
transparent.frag And a correct ifdef for bindless texture 2016-11-30 15:00:08 +08:00
uniformcolortexturedquad.frag Already working GUI in shader-based pipeline 2016-06-25 15:10:53 +02:00
white.frag Remove all unused shaders 2018-01-12 19:10:55 +08:00