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fgdata/Shaders
2014-03-17 09:01:20 +02:00
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3dcloud-lightfield.frag Discard cloud fragments with a transparency >98% 2012-12-16 22:16:16 +00:00
3dcloud-lightfield.vert Tweak to prevent the cloud LOD system from dropping sprites in very faint clouds which have just few sprites to begin with and appear unrealistic when these are dropped 2013-06-13 13:26:37 +03:00
3dcloud.frag Fix for black clouds on ATI (bug 1160) 2013-12-25 23:14:04 +00:00
3dcloud.vert Fix for black clouds on ATI (bug 1160) 2013-12-25 23:14:04 +00:00
airfield.frag Cloud shadows for airfield green 2014-03-14 09:39:24 +02:00
ambient.frag Allow to adjust ambient occlusion strength 2012-05-18 09:00:48 +02:00
bloom-combine.frag Bloom effect for the Rembrandt renderer 2012-05-12 13:06:45 +02:00
blur.frag Generic blur effect 2012-05-12 09:20:05 +02:00
bowwave.frag Optimisation and tidying 2012-05-07 19:11:34 +01:00
bowwave_lightfield.frag Wake shader effect for Atmospheric Light Scattering framework 2013-08-28 14:58:21 +03:00
building-default.frag Emissive lighting for random buildings. Part 1. 2012-05-01 22:35:10 +01:00
building-default.vert Improve memory and instantiation time of random buildings. 2012-09-12 22:46:03 +01:00
building-deferred-gbuffer.vert Improve memory and instantiation time of random buildings. 2012-09-12 22:46:03 +01:00
building-haze.vert Bugfixes for random building in Atmosperhic Light Scattering 2013-01-30 10:04:27 +02:00
building-ubershader.vert Remove intermediate quality settings from the ubershader. Fix a texture. 2014-01-15 23:30:03 +01:00
bumpspec.frag Olaf Flebbe: Typo in shader, really check argument of pow() 2012-04-14 22:15:51 +02:00
bumpspec.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
cinema.frag Preserve film grain aspect ratio 2012-08-06 10:27:29 +01:00
cloud-impostor-lightfield.vert Impostors simulating distant clouds for Advanced Weather / ALS 2014-02-17 10:21:26 +02:00
cloud-noctilucent-lightfield.vert Support for creating high altitude noctilucent clouds in Advanced Weather/ALS 2014-01-30 11:08:35 +02:00
cloud-shadowfunc.frag Experimental support for cloud shadows on the terrain 2014-03-10 10:29:14 +02:00
cloud-static-lightfield.frag Sunrises 1.2 by Thorsten Renk 2012-03-08 23:22:27 +01:00
cloud-static-lightfield.vert Atmospheric Light Scattering update 2012-12-05 20:31:27 +00:00
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 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
clouds-box.frag Local Weather 1.0 by Thorsten Renk 2011-03-19 14:03:28 +01:00
clouds-box.vert Robert (dogg360): make shaders work for AMD/ATI graphics (#96,#335 related) 2011-07-04 20:20:26 +02:00
clouds-layered.frag Add layered clouds 2010-04-12 19:23:27 +00:00
clouds-layered.vert Robert (dogg360): make shaders work for AMD/ATI graphics (#96,#335 related) 2011-07-04 20:20:26 +02:00
clouds-test.frag Add forgotten files 2010-09-10 21:49:16 +02:00
clouds-test.vert Robert (dogg360): make shaders work for AMD/ATI graphics (#96,#335 related) 2011-07-04 20:20:26 +02:00
clouds-thick.frag Add layered clouds 2010-04-12 19:23:27 +00:00
clouds-thick.vert Robert (dogg360): make shaders work for AMD/ATI graphics (#96,#335 related) 2011-07-04 20:20:26 +02:00
clouds-thin.frag Add layered clouds 2010-04-12 19:23:27 +00:00
clouds-thin.vert Robert (dogg360): make shaders work for AMD/ATI graphics (#96,#335 related) 2011-07-04 20:20:26 +02:00
clouds-thinlayer.frag Thorsten Renk: local weather 0.61 2010-06-04 23:05:32 +02:00
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 SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
crop.vert Fix: bringing back constantColor in crop shaders 2010-09-03 09:37:52 +02:00
default.frag Standardize fog 2011-12-01 21:03:40 +00:00
default.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
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 Speculative fix for shader cast issue on Mac. 2013-05-31 19:50:57 +01:00
display.frag Night vision post processing effect in Rembrandt 2012-08-05 00:08:23 +01:00
drunway-lightfield.frag High quality dirt runway effect for ALS 2014-01-23 13:16:20 +02:00
flutter-lightfield.vert 'The Flag' for Atmospheric Light Scattering 2013-03-01 09:11:10 +02:00
flutter.vert Cleanup some implicit casts 2012-07-31 21:40:15 +03:00
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 Remove hardcoded maximum snow level. Now configured via Environment Settings. 2012-10-05 22:13:24 +01:00
forest.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
fullscreen.vert Avoid duplication of fullscreen vertex shader 2012-05-12 11:47:18 +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 Amend fog function 2011-12-01 21:07:48 +00:00
landmass-g.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
landmass.frag Standardize fog 2011-12-01 21:05:05 +00:00
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 SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
light-cone.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
light-point.frag Improve light reflections on water 2012-07-13 14:46:31 +02:00
light-spot.frag Improve light reflections on water 2012-07-13 14:46:31 +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 SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
mat-anim.frag SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
mat-anim.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
mode-diffuse.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
mode-off.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
model-default.frag SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
model-default.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
night-vision.frag Night vision post processing effect in Rembrandt 2012-08-05 00:08:23 +01:00
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 Local Weather 1.0 by Thorsten Renk 2011-03-19 14:03:28 +01:00
rain-layer.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
reflect-bump-spec.frag SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
reflect-bump-spec.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
reflect.frag SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
reflect.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
runway-gbuffer.frag Improve runway reflection shader by Emilian H. 2014-01-23 17:23:03 +01:00
runway-gbuffer.vert fix runway shader normals in Rembrandt. 2012-07-01 23:20:02 +03:00
runway-lightfield.frag Cloud shadows for runway shader effect 2014-03-17 08:49:49 +02:00
runway.frag Make the other sunlight shaders recognize water matId. 2012-07-19 22:08:35 +03:00
skydome.frag Tentative fix for high altitude/low sun rendering artefacts in ALS skydome 2014-02-28 10:40:05 +02:00
skydome.vert Horizon blur and noise modulation model based on aloft visibility and weather variability for Atmospheric Light Scattering 2013-08-29 15:15:51 +03:00
ssao.frag Get rid of unsigned int and 'invalid operation' at after RenderBin::Draw(..) 2012-08-06 10:27:17 +01:00
ssao.vert Screen space ambient occlusion effect 2012-05-12 09:20:07 +02:00
sunlight-nofiltering.frag Fix 'Phong distortion' artifact on specular lighting and disappearing emission (due to undefined pow(0,0) called) in Rembrandt - forgotten shaders 2012-07-22 19:53:27 +02:00
sunlight-noshadow.frag Fix 'Phong distortion' artifact on specular lighting and disappearing emission (due to undefined pow(0,0) called) in Rembrandt - forgotten shaders 2012-07-22 19:53:27 +02:00
sunlight.frag Improve light reflections on water 2012-07-13 14:46:31 +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
surface-light-lightfield.frag My GLSL compiler is stricter than yours. 2014-03-10 17:57:04 +00:00
surface-light-lightfield.vert Improvements and environment dependence to rendering of runway lighting for ALS 2014-02-28 09:15:41 +02:00
terrain-default.frag SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
terrain-haze-detailed.frag 3d noise based fog and deeper shadows for lower quality terrain, urban and water shaders 2013-04-22 10:02:14 +03:00
terrain-haze-detailed.vert 3d noise based fog and deeper shadows for lower quality terrain, urban and water shaders 2013-04-22 10:02:14 +03:00
terrain-haze-ultra.frag Experimental support for cloud shadows on the terrain 2014-03-10 10:29:14 +02:00
terrain-haze-ultra.vert Deeper shadows and fog/snow continuity across terrain tiles for highest quality level terrain shader of Atmospheric Light Scattering 2013-04-15 14:00:22 +03:00
terrain-haze.frag Replaced hard fogging near field cutoff by a sliding cutoff 2013-02-25 14:11:40 +02:00
terrain-haze.vert Atmospheric Light Scattering update 2012-12-05 20:31:27 +00:00
terrain-nocolor.frag Tidy up 2011-12-02 14:33:34 +00:00
test.frag Thorsten Renk: local weather 0.61 2010-06-04 23:05:32 +02:00
test.vert Robert (dogg360): make shaders work for AMD/ATI graphics (#96,#335 related) 2011-07-04 20:20:26 +02:00
transition-gbuffer.frag use world coordinates for noise texture lookup 2013-01-17 11:51:23 +02:00
transition-gbuffer.vert use world coordinates for noise texture lookup 2013-01-17 11:51:23 +02:00
transition.frag use world coordinates for noise texture lookup 2013-01-17 11:51:23 +02:00
transition.vert use world coordinates for noise texture lookup 2013-01-17 11:51:23 +02:00
tree-haze.frag Moved cloud shadows for vegetation into vertex shader, has much better performance 2014-03-17 09:01:20 +02:00
tree-haze.vert Moved cloud shadows for vegetation into vertex shader, has much better performance 2014-03-17 09:01:20 +02:00
tree.frag Standardized fog 2011-12-01 20:52:59 +00:00
tree.vert Speculative fix for shader cast issue on Mac. 2013-05-31 19:50:57 +01:00
trivial.frag Procedural Texturing 2012-08-07 09:01:14 +02:00
trivial.vert Procedural Texturing 2012-08-07 09:01:14 +02:00
trivial_transparent.frag Atmospheric Light Scattering update 2012-12-05 20:31:27 +00:00
ubershader-gbuffer.frag Remove intermediate quality settings from the ubershader. Fix a texture. 2014-01-15 23:30:03 +01:00
ubershader-lightfield.frag Model ubershader retains some glossiness due to sky irradiance even in indirect light 2014-03-14 11:02:18 +02:00
ubershader.frag Remove intermediate quality settings from the ubershader. Fix a texture. 2014-01-15 23:30:03 +01:00
ubershader.vert Remove intermediate quality settings from the ubershader. Fix a texture. 2014-01-15 23:30:03 +01:00
urban-gbuffer.frag Improved Random building texturesa - Gabo Huerta 2013-12-28 20:36:49 +00:00
urban-gbuffer.vert Rembrandt: convert urban effect 2012-04-09 18:52:24 +02:00
urban-lightfield.frag Cloud shadows for urban effect/random buildings 2014-03-11 11:53:57 +02:00
urban-lightfield.vert 3d noise based fog and deeper shadows for lower quality terrain, urban and water shaders 2013-04-22 10:02:14 +03:00
urban.frag Improved Random building texturesa - Gabo Huerta 2013-12-28 20:36:49 +00:00
urban.vert Fix urban shader, broken by 9e8735c64996614174d2d86526f258f44bacd7c4 2012-12-01 20:51:30 +00:00
wake.vert Optimisation and tidying 2012-05-07 19:11:34 +01:00
wake_lightfield.vert Wake shader effect for Atmospheric Light Scattering framework 2013-08-28 14:58:21 +03:00
water-gbuffer.frag Restore the foam to the Rembrandt water shader 2012-10-06 14:14:27 +03:00
water-gbuffer.vert Sea colour effect by Emilian Huminiuc 2013-11-03 18:41:16 +00:00
water-inland.frag SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
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 Cleanup some implicit casts 2012-07-31 21:40:15 +03:00
water.vert Sea colour effect by Emilian Huminiuc 2013-11-03 18:41:16 +00:00
water_lightfield.frag Cloud shadows for water shader effect 2014-03-11 12:25:47 +02:00
water_lightfield.vert Ocean depth map support for ALS 2013-11-23 12:15:52 +02:00
water_lightfield_lr.frag Better lighting balance for ALS water shader in very low light /night 2014-03-10 10:43:55 +02:00
water_sine-gbuffer.frag Sea colour effect by Emilian Huminiuc 2013-11-03 18:41:16 +00:00
water_sine.frag Sea colour effect by Emilian Huminiuc 2013-11-03 18:41:16 +00:00