stk-code_catmod/data/shaders
vlj e5a5c78045 Use a big triangle instead of 2 to cover full screen.
This allows to rasterize a single primitive instead of two, and avoid
trashing the cache between the 2 triangles drawing.
2014-06-03 19:56:59 +02:00
..
utils Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
billboard.frag Premultiply alpha for billboards. 2014-05-10 20:49:30 +02:00
billboard.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
bloom.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +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
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 #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 Do not write specular value in gi/diffuseenvmap 2014-06-03 17:40:21 +02:00
displace.frag Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
displace.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
dof.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
farplane.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
flipparticle.vert Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
fog.frag Width and height are passed by UBO 2014-05-17 02:39:55 +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
gaussian17taph.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
gaussian17tapv.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
gi.frag Do not write specular value in gi/diffuseenvmap 2014-06-03 17:40:21 +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 Tweak the scattering value to reduce the effect 2014-05-21 02:36:48 +02:00
grass_pass.vert Merge grass_pass*.vert 2014-04-01 23:16:30 +02:00
instanced_grass.vert Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
instanced_object_pass.vert Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
instanciedshadow.vert Make use of gl_amd_vertex_shader_layer when available 2014-05-08 01:16:02 +02:00
linearizedepth.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +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 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
normalmap.frag Fix normalmap roughness 2014-04-23 18:09:48 +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 Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
object_unlit.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
objectpass_rimlit.frag Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
objectpass_spheremap.frag Fix errors when compiling shaders with UBOs disabled 2014-05-19 09:57:31 -06:00
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 Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
particle.vert Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
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
pointemitter.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
pointlight.frag Fix errors when compiling shaders with UBOs disabled 2014-05-19 09:57:31 -06:00
pointlight.vert Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
rh.frag Add RH support 2014-05-28 07:47:06 +02:00
rhdebug.frag Support some debug option for GI 2014-05-28 07:47:06 +02:00
rhdebug.vert Support some debug option for GI 2014-05-28 07:47:06 +02:00
rhpassthrough.geom Add RH support 2014-05-28 07:47:06 +02:00
rsm.frag Add RSM support 2014-05-28 07:47:06 +02:00
rsm.vert Add RSM support 2014-05-28 07:47:06 +02:00
screenquad.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadow.geom Make use of gl_amd_vertex_shader_layer when available 2014-05-08 01:16:02 +02:00
shadow.vert Make use of gl_amd_vertex_shader_layer when available 2014-05-08 01:16:02 +02:00
skinning.vert Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
sky.frag Fix errors when compiling shaders with UBOs disabled 2014-05-19 09:57:31 -06:00
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.vert Add RH support 2014-05-28 07:47:06 +02:00
splatting.frag Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
ssao.frag Use a big triangle instead of 2 to cover full screen. 2014-06-03 19:56:59 +02:00
sunlight.frag Use a more efficient screen to view conversion 2014-05-02 18:11:34 +02:00
sunlightshadow.frag Fix attempt for #1308 2014-05-03 17:36:27 +02:00
sunlightshadowdebug.frag Fix attempt for #1308 2014-05-03 17:36:27 +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 Very slight tweak 2014-04-25 20:02:16 -04:00
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 dof and transparent fog. 2014-05-17 03:09:21 +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