.. |
ge_shaders
|
b2404aadd2
Reduce instance data size
|
il y a 2 ans |
irrlicht
|
0e142e645c
Handle vertex color in render info for COGLES2FixedPipelineRenderer
|
il y a 2 ans |
utils
|
b8ce2da3f3
Add more utilities to default shader function + make the road shader more optimized
|
il y a 6 ans |
IBL.frag
|
efbd8eb75e
Screen-space refection: many fixes + optimization (#4575)
|
il y a 3 ans |
MLAA_COPYING
|
5899a26aad
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
|
il y a 11 ans |
alphatest_particle.frag
|
dcad21b830
Use uniform rendering code for particle rendering
|
il y a 2 ans |
alphatest_particle.vert
|
1b604666c3
Fix sky particles rendering in modern gl3 too, see #2779
|
il y a 2 ans |
bilateralH.comp
|
62ea873373
Fixed compute shaders on mesa.
|
il y a 8 ans |
bilateralH.frag
|
0fb119068b
Fixes in more shaders
|
il y a 8 ans |
bilateralV.comp
|
62ea873373
Fixed compute shaders on mesa.
|
il y a 8 ans |
bilateralV.frag
|
0fb119068b
Fixes in more shaders
|
il y a 8 ans |
bloom.frag
|
bd6ad544cc
Fixed bloom with scale_rtts_factor parameter.
|
il y a 8 ans |
bloomblend.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
blurshadowH.comp
|
62ea873373
Fixed compute shaders on mesa.
|
il y a 8 ans |
blurshadowV.comp
|
62ea873373
Fixed compute shaders on mesa.
|
il y a 8 ans |
coloredquad.frag
|
4025883243
Use sampleTextureLayer in shader files
|
il y a 6 ans |
coloredquad.vert
|
4025883243
Use sampleTextureLayer in shader files
|
il y a 6 ans |
colorize.frag
|
883ab43e29
Assume __VERSION >= 130 everywhere
|
il y a 10 ans |
colortexturedquad.frag
|
4d72b118e3
Batch glyph for quicker text rendering
|
il y a 4 ans |
colortexturedquad.vert
|
4d72b118e3
Batch glyph for quicker text rendering
|
il y a 4 ans |
combine_diffuse_color.frag
|
dfed11c6a8
Bring back the legacy gloss computation (to disable once a proper fallback is done)
|
il y a 5 ans |
degraded_ibl.frag
|
10eb549012
soften the degraded ibl to make preview less dark
|
il y a 5 ans |
dof.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
frustrum.vert
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
gaussian3h.frag
|
e5a5c78045
Use a big triangle instead of 2 to cover full screen.
|
il y a 10 ans |
gaussian3v.frag
|
e5a5c78045
Use a big triangle instead of 2 to cover full screen.
|
il y a 10 ans |
gaussian6h.comp
|
62ea873373
Fixed compute shaders on mesa.
|
il y a 8 ans |
gaussian6h.frag
|
964baad705
Some fixes
|
il y a 8 ans |
gaussian6v.comp
|
62ea873373
Fixed compute shaders on mesa.
|
il y a 8 ans |
gaussian6v.frag
|
964baad705
Some fixes
|
il y a 8 ans |
glow.frag
|
883ab43e29
Assume __VERSION >= 130 everywhere
|
il y a 10 ans |
godfade.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
godray.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
header.txt
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
importance_sampling_specular.frag
|
72fdf816e7
Fix Importance sampling
|
il y a 10 ans |
layertexturequad.frag
|
8cbeca44fd
Add a way to display shadow map.
|
il y a 10 ans |
lensblend.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
lightning.frag
|
8a288f05ff
Implement lightning effect using shaders
|
il y a 9 ans |
linearizedepth.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
mlaa_blend2.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
mlaa_color1.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
mlaa_neigh3.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
motion_blur.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
passthrough.frag
|
06f0188a5b
Fix passthrough shader
|
il y a 9 ans |
pointlight.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
pointlight.vert
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
pointlightscatter.frag
|
14389925fe
Minor optimization in pointlight scatter.
|
il y a 5 ans |
primitive2dlist.vert
|
4d72b118e3
Batch glyph for quicker text rendering
|
il y a 4 ans |
screenquad.vert
|
28d85d7ba3
Use explicit attrib location when the extension is available.
|
il y a 7 ans |
simple_particle.frag
|
dcad21b830
Use uniform rendering code for particle rendering
|
il y a 2 ans |
simple_particle.vert
|
1b604666c3
Fix sky particles rendering in modern gl3 too, see #2779
|
il y a 2 ans |
sky.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
sky.vert
|
28d85d7ba3
Use explicit attrib location when the extension is available.
|
il y a 7 ans |
sp_alpha_test.frag
|
a36276811e
Fix missing vertex color in gles2 driver
|
il y a 2 ans |
sp_decal.frag
|
0e5b7b532c
Further boost stk by writing 1 less framebuffer attachment
|
il y a 6 ans |
sp_displace.frag
|
4025883243
Use sampleTextureLayer in shader files
|
il y a 6 ans |
sp_dynamic_night_bloom.frag
|
7db4ef8056
Add a shader to use the day/night cycle for lamps, etc
|
il y a 6 ans |
sp_ghost.frag
|
e4c827176a
Remove flat for hue_change
|
il y a 6 ans |
sp_grass.frag
|
0e5b7b532c
Further boost stk by writing 1 less framebuffer attachment
|
il y a 6 ans |
sp_grass_pass.vert
|
295c793f91
Use 4 32bit floats for quaternion for sam's wall
|
il y a 6 ans |
sp_grass_shadow.vert
|
295c793f91
Use 4 32bit floats for quaternion for sam's wall
|
il y a 6 ans |
sp_normal_map.frag
|
0e5b7b532c
Further boost stk by writing 1 less framebuffer attachment
|
il y a 6 ans |
sp_normal_visualizer.frag
|
f040be710e
Fix normal visualizer
|
il y a 6 ans |
sp_normal_visualizer.geom
|
ac8294abdb
Clean up debug visualization
|
il y a 6 ans |
sp_normal_visualizer.vert
|
295c793f91
Use 4 32bit floats for quaternion for sam's wall
|
il y a 6 ans |
sp_pass.vert
|
295c793f91
Use 4 32bit floats for quaternion for sam's wall
|
il y a 6 ans |
sp_road_blending.frag
|
b8ce2da3f3
Add more utilities to default shader function + make the road shader more optimized
|
il y a 6 ans |
sp_shadow.vert
|
295c793f91
Use 4 32bit floats for quaternion for sam's wall
|
il y a 6 ans |
sp_shadow_alpha_test.frag
|
4025883243
Use sampleTextureLayer in shader files
|
il y a 6 ans |
sp_skinning.vert
|
ba37513f7a
Fix detail map on normal map with skinned mesh shader
|
il y a 6 ans |
sp_skinning_shadow.vert
|
295c793f91
Use 4 32bit floats for quaternion for sam's wall
|
il y a 6 ans |
sp_solid.frag
|
0e5b7b532c
Further boost stk by writing 1 less framebuffer attachment
|
il y a 6 ans |
sp_text_billboard.frag
|
cce8abe6f3
Port billboard text
|
il y a 6 ans |
sp_tilling_mitigation.frag
|
daf4721fa9
Add a mitigation for tilling textures. Very usefull for terrains, etc
|
il y a 6 ans |
sp_transparent.frag
|
4025883243
Use sampleTextureLayer in shader files
|
il y a 6 ans |
sp_unlit.frag
|
0e5b7b532c
Further boost stk by writing 1 less framebuffer attachment
|
il y a 6 ans |
sp_vertical_mapping.frag
|
434f74b4ac
Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something)
|
il y a 6 ans |
sps_00_solid.xml
|
3742adf5ee
Use 2 digits for shader order
|
il y a 6 ans |
sps_01_normalmap.xml
|
3742adf5ee
Use 2 digits for shader order
|
il y a 6 ans |
sps_02_alphatest.xml
|
3742adf5ee
Use 2 digits for shader order
|
il y a 6 ans |
sps_03_decal.xml
|
3742adf5ee
Use 2 digits for shader order
|
il y a 6 ans |
sps_04_grass.xml
|
3742adf5ee
Use 2 digits for shader order
|
il y a 6 ans |
sps_05_unlit.xml
|
3742adf5ee
Use 2 digits for shader order
|
il y a 6 ans |
sps_06_alphablend.xml
|
3742adf5ee
Use 2 digits for shader order
|
il y a 6 ans |
sps_07_additive.xml
|
3742adf5ee
Use 2 digits for shader order
|
il y a 6 ans |
sps_08_ghost.xml
|
3742adf5ee
Use 2 digits for shader order
|
il y a 6 ans |
sps_09_dynamic_night_bloom.xml
|
3742adf5ee
Use 2 digits for shader order
|
il y a 6 ans |
sps_10_tillingMitigation.xml
|
ef2f12f568
Remove unneeded skinned mesh version for tilling and vertical mapping shader
|
il y a 6 ans |
sps_11_verticalMapping.xml
|
ef2f12f568
Remove unneeded skinned mesh version for tilling and vertical mapping shader
|
il y a 6 ans |
sps_12_roadBlending.xml
|
b8ce2da3f3
Add more utilities to default shader function + make the road shader more optimized
|
il y a 6 ans |
ssao.frag
|
7797115867
Add SP for correct normal and easier shader system
|
il y a 6 ans |
sunlight.frag
|
cee3cb79a5
Removed clouds feature. Should be done with custom shaders now. Could be in the future part of weather
|
il y a 3 ans |
sunlightshadow.frag
|
38bcb92d53
Fix #4533
|
il y a 3 ans |
texturedquad.frag
|
4025883243
Use sampleTextureLayer in shader files
|
il y a 6 ans |
texturedquad.vert
|
ce1c188b1a
Add rotation uniform to 2d drawing shader
|
il y a 5 ans |
texturedquad_custom_alpha.frag
|
f787832772
Add 2d drawing shader with custom alpha
|
il y a 5 ans |
tonemap.frag
|
45957af6f8
Remove !sRGB in shader which is always true now
|
il y a 6 ans |
transparent.frag
|
155b73d452
Remove unneeded pow in transparent.frag
|
il y a 2 ans |
uniformcolortexturedquad.frag
|
ce8a1c4e1b
Already working GUI in shader-based pipeline
|
il y a 8 ans |
white.frag
|
68e8da2353
Remove all unused shaders
|
il y a 6 ans |