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Stuart Buchanan dda21aeae1 HDR: W3.0 water shader - initial implementation
Implement a simple water shader for HDR.

Largely created from the non-HDR WS3.0 water shader,
but only generating a fragment normal.

Notes:
- Water color is a constant in the shader, and set by eye
  only.
- foam etc is not yet implemented.
- at very low altitudes the shader breaks down somewhat.
2024-02-24 17:09:51 +00:00
..
3dcloud.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
3dcloud.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
3dcloud_common.frag HDR: Improved environment mapping 2023-05-03 02:03:10 +02:00
3dcloud_common.vert HDR: Improved environment mapping 2023-05-03 02:03:10 +02:00
3dcloud_envmap.frag HDR: Improved environment mapping 2023-05-03 02:03:10 +02:00
3dcloud_envmap.vert HDR: Improved environment mapping 2023-05-03 02:03:10 +02:00
aces.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
aerial_perspective.glsl HDR: Improved environment mapping 2023-05-03 02:03:10 +02:00
aerial_perspective_envmap.glsl HDR: Attempt to fix aerial perspective NaNs 2024-02-09 14:04:40 +01:00
atmos.glsl HDR: Attempt to fix aerial perspective NaNs 2024-02-09 14:04:40 +01:00
atmos_aerial_perspective.frag HDR: Attempt to fix aerial perspective NaNs 2024-02-09 14:04:40 +01:00
atmos_sky_view.frag HDR: Attempt to fix aerial perspective NaNs 2024-02-09 14:04:40 +01:00
atmos_spectral.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
atmos_transmittance.frag HDR: Separate fog from aerosols 2024-01-08 19:08:16 +01:00
bloom_downsample.frag HDR: Render the Moon, stars and planets 2023-11-06 14:56:45 +01:00
bloom_upsample.frag HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
cloud_static.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
cloud_static_common.vert HDR: Improved environment mapping 2023-05-03 02:03:10 +02:00
cloud_static_envmap.vert HDR: Improved environment mapping 2023-05-03 02:03:10 +02:00
clustered.glsl HDR: Safer divisions 2024-02-08 22:37:07 +01:00
color.glsl HDR: New blackout/redout effect 2024-01-26 01:11:44 +01:00
copy_prev_luminance.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
debug_gbuffer_clear.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
debug_gbuffer_color.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
debug_gbuffer_depth.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
debug_gbuffer_matid.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
debug_gbuffer_normal.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
debug_gbuffer_orm.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
envmap.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
envmap_copy.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
envmap_prefilter.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
exposure.glsl HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
fxaa.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
fxaa.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
gbuffer_pack.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
gbuffer_unpack.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
gtao.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
gtao.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
gtao_denoiser.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
histogram.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
histogram_aggregate.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
histogram_column.frag HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
histogram_luminance.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
ibl.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
logarithmic_depth.glsl HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
math.glsl HDR: Safer divisions 2024-02-08 22:37:07 +01:00
model_building.vert HDR: Fix logarithmic depth in building effect 2024-01-31 17:42:44 +01:00
model_chrome.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
model_chrome.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
model_combined.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
model_combined.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
model_default.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
model_default.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
model_pbr.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
model_pbr.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
model_pbr_transparent.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
model_pbr_transparent.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
model_shadow.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
model_shadow.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
model_transparent.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
model_transparent.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
moon.frag HDR: Render the Moon, stars and planets 2023-11-06 14:56:45 +01:00
moon.vert HDR: Render the Moon, stars and planets 2023-11-06 14:56:45 +01:00
night_vision.glsl HDR: Add night vision effect 2024-01-26 15:19:22 +01:00
noise.glsl HDR: Add night vision effect 2024-01-26 15:19:22 +01:00
normal_encoding.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
normalmap.glsl HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
pos_from_depth.glsl HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
postprocess.frag HDR: Add night vision effect 2024-01-26 15:19:22 +01:00
quad.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
quad.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
quad_cubemap.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
quad_matrix.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
quad_notexcoord.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
redout.glsl HDR: New blackout/redout effect 2024-01-26 01:11:44 +01:00
shading_opaque.frag HDR: Add support for glTF emissive objects 2023-05-04 06:09:36 +02:00
shading_opaque.glsl HDR: Render the Moon, stars and planets 2023-11-06 14:56:45 +01:00
shading_transparent.glsl HDR: Add support for glTF emissive objects 2023-05-04 06:09:36 +02:00
shadows.glsl HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
skydome.frag HDR: Safer divisions 2024-02-08 22:37:07 +01:00
skydome.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
smaa_blending_weight_calculation.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
smaa_blending_weight_calculation.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
smaa_edge_detection.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
smaa_edge_detection.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
smaa_neighborhood_blending.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
smaa_neighborhood_blending.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
stars.frag HDR: Improve stars rendering 2024-01-07 16:18:55 +01:00
stars.vert HDR: Improve stars rendering 2024-01-07 16:18:55 +01:00
sun.glsl HDR: Improved environment mapping 2023-05-03 02:03:10 +02:00
surface.glsl HDR: Safer divisions 2024-02-08 22:37:07 +01:00
terrain_default.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
terrain_default.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
terrain_envmap.frag HDR: Attempt to fix aerial perspective NaNs 2024-02-09 14:04:40 +01:00
terrain_envmap.vert HDR: Improved environment mapping 2023-05-03 02:03:10 +02:00
terrain_lfeat.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
terrain_lfeat.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
terrain_runway.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
terrain_runway.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
text.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
text.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
tree.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
tree.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
water.frag HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
water.glsl HDR: W3.0 water shader - initial implementation 2024-02-24 17:09:51 +00:00
water.vert HDR: Implement a logarithmic depth buffer 2024-01-31 01:17:50 +01:00
water_shading.frag HDR: Simplify water shader 2023-04-28 04:58:24 +02:00
ws30.frag HDR: W3.0 water shader - initial implementation 2024-02-24 17:09:51 +00:00
ws30.vert HDR: WS 3.0 doesn't need a separate orthophoto texcoord 2024-02-10 00:12:59 +01:00