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fgdata/Shaders
2012-05-05 20:07:43 +01:00
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3dcloud-lightfield.frag Terrain Haze v1.3 2012-04-26 17:22:58 +03:00
3dcloud-lightfield.vert Terrain Haze v1.3 2012-04-26 17:22:58 +03:00
3dcloud.frag
3dcloud.vert
ambient.frag Rembrandt: Put the ambient pass effect in fgdata 2012-04-04 22:31:40 +02:00
ambient.vert Rembrandt: Put the ambient pass effect in fgdata 2012-04-04 22:31:40 +02:00
bowwave.frag
building-default.frag Emissive lighting for random buildings. Part 1. 2012-05-01 22:35:10 +01:00
bumpspec.frag Olaf Flebbe: Typo in shader, really check argument of pow() 2012-04-14 22:15:51 +02:00
bumpspec.vert
cloud-static-lightfield.frag Sunrises 1.2 by Thorsten Renk 2012-03-08 23:22:27 +01:00
cloud-static-lightfield.vert Sunrises 1.2 by Thorsten Renk 2012-03-08 23:22:27 +01:00
cloud-static.frag Local Weather 1.4 by Thorsten Renk : fixes lots of graphical errors and transparency issues and provides a consistent GUI. 2012-01-03 20:21:34 +01:00
cloud-static.vert
clouds-box.frag
clouds-box.vert
clouds-layered.frag
clouds-layered.vert
clouds-test.frag Add forgotten files 2010-09-10 21:49:16 +02:00
clouds-test.vert
clouds-thick.frag
clouds-thick.vert
clouds-thin.frag
clouds-thin.vert
clouds-thinlayer.frag
clouds-thinlayer.vert Robert (dogg360): make shaders work for AMD/ATI graphics (#96,#335 related) 2011-07-04 20:20:26 +02:00
contrail.frag Add persistent contrail Shaders/contrail.frag Shaders/contrail.vert 2010-08-01 22:54:35 +01:00
contrail.vert Robert (dogg360): make shaders work for AMD/ATI graphics (#96,#335 related) 2011-07-04 20:20:26 +02:00
crop.frag
crop.vert
default.frag
default.vert
deferred-gbuffer.frag Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards. 2012-05-01 08:47:38 +02:00
deferred-gbuffer.vert Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards. 2012-05-01 08:47:38 +02:00
deferred-tree.frag Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards. 2012-05-01 08:47:38 +02:00
deferred-tree.vert Update random vegetation for project Rembrandt. Unfortunately due to a possible bug in the techniques code, the previous tree transparency handling has been disabled for the moment. 2012-04-04 22:39:46 +01:00
display.frag Display the depth buffer when stored in a color texture 2012-05-01 09:34:14 +02:00
display.vert Add an effect for the final display stage of the Rembrandt renderer 2012-03-25 18:51:41 +02:00
flutter.vert
fog.frag Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards. 2012-05-01 08:47:38 +02:00
fog.vert Rembrandt: Create an effect for the fog stage. Duplicates the C++ code for now. 2012-04-01 00:00:43 +02:00
forest.frag
forest.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
gbuffer-encode.frag Fix a shader problem. It seems a bad idea to set gl_FragData in a conditional block. It seems better to assign a value unconditionally even if there is no buffer attached. 2012-05-05 00:10:56 +02:00
gbuffer-functions.frag Put encode_gbuffer in a separate shader to please ATI and/or Mac OSX that doesn't like to have gl_FragData and gl_FragColor in the same program, even if one is never called 2012-05-04 09:34:00 +02:00
include_fog.frag Shaders/include_fog.frag: better fix for the common fog function 2012-03-15 21:09:27 +02:00
include_fog.vert
landmass-g.vert
landmass.frag
landmass.geom Workaround to make the landmass shader work on MacOSX, contributed by Olaf Flebbe 2012-04-16 08:53:18 +02:00
landmass.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
light-cone.frag
light-cone.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
light-point.frag Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards. 2012-05-01 08:47:38 +02:00
light-spot.frag Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards. 2012-05-01 08:47:38 +02:00
light-spot.vert Supporting effects and shaders for lights 2012-03-31 20:32:50 +02:00
lightmap.frag SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
lightmap.vert
mat-anim.frag
mat-anim.vert
mode-diffuse.vert
mode-off.vert
model-default.frag
model-default.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
rain-layer-lightfield.frag Sunrises 1.2 by Thorsten Renk 2012-03-08 23:22:27 +01:00
rain-layer-lightfield.vert Sunrises 1.2 by Thorsten Renk 2012-03-08 23:22:27 +01:00
rain-layer.frag
rain-layer.vert
reflect-bump-spec.frag
reflect-bump-spec.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
reflect.frag
reflect.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
runway-reflect-bump-spec.frag SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
skydome.frag Terrain Haze v1.3 2012-04-26 17:22:58 +03:00
skydome.vert Terrain Haze v1.3 2012-04-26 17:22:58 +03:00
sunlight-nofiltering.frag Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards. 2012-05-01 08:47:38 +02:00
sunlight-noshadow.frag Fix bug : allow cards or drivers not supporting dynamic indexing in fragment shaders to have simple shadows 2012-04-29 13:35:30 +02:00
sunlight-simple.frag Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards. 2012-05-01 08:47:38 +02:00
sunlight-simple.vert Fix bug : allow cards or drivers not supporting dynamic indexing in fragment shaders to have simple shadows 2012-04-29 13:35:30 +02:00
sunlight.frag Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards. 2012-05-01 08:47:38 +02:00
sunlight.vert Rembrandt: Create an effect for the lighting stage. Duplicates the C++ code for now. 2012-03-31 23:15:14 +02:00
terrain-default.frag SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
terrain-haze-detailed.frag Terrain Haze v1.3 2012-04-26 17:22:58 +03:00
terrain-haze-detailed.vert Terrain Haze v1.3 2012-04-26 17:22:58 +03:00
terrain-haze.frag Terrain Haze v1.3 2012-04-26 17:22:58 +03:00
terrain-haze.vert Terrain Haze v1.3 2012-04-26 17:22:58 +03:00
terrain-nocolor.frag Tidy up 2011-12-02 14:33:34 +00:00
test.frag
test.vert
transition.frag SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
transition.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
tree.frag
tree.vert
ubershader-gbuffer.frag Remove useless include_fog.vert from some of the effects. 2012-05-03 00:01:59 +03:00
ubershader.frag Ubershader: some spring cleaning, readability 2012-05-01 15:03:18 +03:00
ubershader.vert Ubershader: some spring cleaning, readability 2012-05-01 15:03:18 +03:00
urban-gbuffer.frag Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards. 2012-05-01 08:47:38 +02:00
urban-gbuffer.vert Rembrandt: convert urban effect 2012-04-09 18:52:24 +02:00
urban.frag Finetune 2012-02-11 10:47:39 +01:00
urban.vert
wake.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
water-inland.frag
water-orig.frag SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
water-orig.vert Restore old shader for quality level below 2 2010-10-03 08:57:33 +02:00
water.frag Optimise water shaders after ideas and suggestions by Thorsten Renk 2012-05-05 19:59:22 +01:00
water.vert Optimise water shaders after ideas and suggestions by Thorsten Renk 2012-05-05 19:59:22 +01:00
water_lightfield.frag Terrain Haze v1.3 2012-04-26 17:22:58 +03:00
water_lightfield.vert Terrain Haze v1.3 2012-04-26 17:22:58 +03:00
water_sine.frag Optimise water shaders after ideas and suggestions by Thorsten Renk 2012-05-05 19:59:22 +01:00