stk-code_catmod/data/shaders
2014-05-12 00:14:50 +02:00
..
utils Use a more efficient screen to view conversion 2014-05-02 18:11:34 +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 Bloom: Weight the different sized contribution. 2014-04-14 02:45:15 +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
caustics.frag Factorize getLightFactor 2014-03-21 18:36:47 +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
collapse.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
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 Revert "Use some realist order of magnitude of light" 2014-04-22 02:32:42 +02:00
displace.frag STKMesh: Improve displace effect. 2014-03-03 23:59:12 +01:00
displace.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
dof.frag Fix for #1297. DoF shader compiles in mesa now. The other problem noted 2014-05-05 07:59:20 -06:00
farplane.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
flipparticle.vert Fix flip particle shader. 2014-03-26 20:58:13 +01:00
fog.frag Use a more efficient screen to view conversion 2014-05-02 18:11:34 +02:00
gaussian3h.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
gaussian3v.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
gaussian6h.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
gaussian6v.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
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 Follow more closely Crysis subsurface scatt. 2014-04-01 23:35:32 +02:00
grass_pass.vert Merge grass_pass*.vert 2014-04-01 23:16:30 +02:00
instanced_grass.vert Generalize use of UBO. 2014-04-10 21:16:44 +02:00
instanced_object_pass.vert Add a m_ubo_disabled switch in user config file. 2014-04-19 18:38:57 +02:00
instanciedshadow.vert Make use of gl_amd_vertex_shader_layer when available 2014-05-08 01:16:02 +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
multiply.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 Add a m_ubo_disabled switch in user config file. 2014-04-19 18:38:57 +02:00
object_unlit.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
objectpass_rimlit.frag Reduce rimlight effect to a more reasonable strenght 2014-04-14 19:56:26 -04:00
objectpass_spheremap.frag Potential fix for #1305 2014-05-02 13:54:23 +02:00
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 Premultiply alpha for particles too. 2014-05-10 20:58:43 +02:00
particle.vert Implement color variation in particle system 2014-03-15 13:35:51 -04:00
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
penumbrah.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
penumbrav.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
pointemitter.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
pointlight.frag Tweak light extent again to improve perf 2014-05-05 01:46:57 +02:00
pointlight.vert Tweak light extent again to improve perf 2014-05-05 01:46:57 +02:00
rain.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
rain.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
rainsim.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
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
shadowgen.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadowimportance.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadowimportance.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadowpass.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadowpass.vert #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadowwarph.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
shadowwarpv.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
skinning.vert Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
sky.frag Potential fix for #1305 2014-05-02 13:54:23 +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
splatting.frag #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
ssao.frag Improve SSAO perf 2014-05-12 00:14:50 +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 skid mark color 2014-04-13 18:00:15 +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