stk-code_catmod/data/shaders
2018-04-07 22:16:43 +02:00
..
irrlicht Better fix for missing transparency in GLES legacy pipeline 2017-03-08 23:17:03 +01:00
utils Add a mitigation for tilling textures. Very usefull for terrains, etc 2018-04-07 04:11:11 +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 Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
colortexturedquad.vert Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
combine_diffuse_color.frag Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
degraded_ibl.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
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 Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +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
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 Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
primitive2dlist.vert Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
screenquad.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
simple_particle.frag Remove unneeded flat out 2018-02-03 00:21:59 +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 Remove flat for hue_change 2018-02-02 21:17:24 +08:00
sp_grass_shadow.vert Remove features in SP that give no performance boost at all 2018-01-13 14:49:33 +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 Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +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 Unroll the skinned mesh shader for loop 2018-02-02 21:59:13 +08:00
sp_pass.vert Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something) 2018-04-07 22:16:43 +02:00
sp_shadow_alpha_test.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
sp_shadow.vert Remove features in SP that give no performance boost at all 2018-01-13 14:49:33 +08:00
sp_skinning_shadow.vert Unroll the skinned mesh shader for loop 2018-02-02 21:59:13 +08:00
sp_skinning.vert Unroll the skinned mesh shader for loop 2018-02-02 21:59:13 +08:00
sp_solid.frag Further boost stk by writing 1 less framebuffer attachment 2018-02-07 12:49:45 +08:00
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_0_solid.xml Allow auto-add usable uniforms to shader 2018-01-26 16:02:31 +08:00
sps_1_normalmap.xml Allow auto-add usable uniforms to shader 2018-01-26 16:02:31 +08:00
sps_2_alphatest.xml Allow auto-add usable uniforms to shader 2018-01-26 16:02:31 +08:00
sps_3_decal.xml Allow auto-add usable uniforms to shader 2018-01-26 16:02:31 +08:00
sps_4_grass.xml Allow auto-add usable uniforms to shader 2018-01-26 16:02:31 +08:00
sps_5_unlit.xml Allow auto-add usable uniforms to shader 2018-01-26 16:02:31 +08:00
sps_6_alphablend.xml Allow auto-add usable uniforms to shader 2018-01-26 16:02:31 +08:00
sps_7_additive.xml Allow auto-add usable uniforms to shader 2018-01-26 16:02:31 +08:00
sps_8_ghost.xml Allow auto-add usable uniforms to shader 2018-01-26 16:02:31 +08:00
sps_9_dynamicNightBloom.xml Add a shader to use the day/night cycle for lamps, etc 2018-02-27 23:38:28 +01:00
sps_10_tillingMitigation.xml Add tilling mitigation shader 2018-04-06 16:25:39 +02:00
sps_11_verticalMapping.xml Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something) 2018-04-07 22:16:43 +02:00
ssao.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
sunlight.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
sunlightshadow.frag Add SP for correct normal and easier shader system 2017-12-25 14:00:10 +08:00
texturedquad.frag Use sampleTextureLayer in shader files 2018-01-22 10:43:22 +08:00
texturedquad.vert Use explicit attrib location when the extension is available. 2017-02-01 21:58:10 +01:00
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