stk-code_catmod/data/shaders
2024-05-30 02:06:51 +08:00
..
ge_shaders Reduce instance data size 2022-10-02 16:41:09 +08:00
irrlicht Handle vertex color in render info for COGLES2FixedPipelineRenderer 2022-10-19 09:29:06 +08:00
utils Fix #4984 & #4995 (#4998) 2024-01-18 01:13:23 +08:00
alphatest_particle.frag Use uniform rendering code for particle rendering 2022-09-09 09:41:32 +08:00
alphatest_particle.vert Fix sky particles rendering in modern gl3 too, see #2779 2022-10-17 09:33:51 +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 Remove rotation uniform in gl shaders 2023-01-08 08:08:35 +08:00
combine_diffuse_color.frag Fix #4969 (#4985) 2024-01-06 11:39:16 +08:00
degraded_ibl.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +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
gaussian3v.frag
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 Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
importance_sampling_specular.frag Revert "Try to fix ibl precision issue" 2014-12-14 02:48:47 +01:00
layertexturequad.frag
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
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 Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
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 Use uniform rendering code for particle rendering 2022-09-09 09:41:32 +08:00
simple_particle.vert Fix sky particles rendering in modern gl3 too, see #2779 2022-10-17 09:33:51 +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 Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_decal.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_displace.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
sp_dynamic_night_bloom.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
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 Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_normal_map.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
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 Fix #4574 (#5080) 2024-05-12 19:59:49 +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 Guarantee 2048 bones 2024-05-30 02:06:51 +08:00
sp_skinning.vert Guarantee 2048 bones 2024-05-30 02:06:51 +08:00
sp_solid.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_text_billboard.frag Port billboard text 2017-12-30 15:28:04 +08:00
sp_tilling_mitigation.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_transparent.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
sp_unlit.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sp_vertical_mapping.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +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 declare some ssao.frag variables as highp to avoid precision issues (#4860) 2023-04-18 16:00:52 +08:00
sunlight.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
sunlightshadow.frag Fix #4574 (#5080) 2024-05-12 19:59:49 +02:00
texturedquad.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
texturedquad.vert Remove rotation uniform in gl shaders 2023-01-08 08:08:35 +08:00
tonemap.frag Remove !sRGB in shader which is always true now 2018-01-22 12:54:39 +08:00
transparent.frag Remove unneeded pow in transparent.frag 2022-09-08 15:24:40 +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