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3dcloud-lightfield.frag
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3dcloud-lightfield.vert
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3dcloud.frag
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3dcloud.vert
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ambient.frag
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Allow to adjust ambient occlusion strength
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2012-05-18 09:00:48 +02:00 |
bloom-combine.frag
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Bloom effect for the Rembrandt renderer
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2012-05-12 13:06:45 +02:00 |
blur.frag
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Generic blur effect
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2012-05-12 09:20:05 +02:00 |
bowwave.frag
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Optimisation and tidying
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2012-05-07 19:11:34 +01:00 |
building-default.frag
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Emissive lighting for random buildings. Part 1.
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2012-05-01 22:35:10 +01:00 |
building-default.vert
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Improve memory and instantiation time of random buildings.
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2012-09-12 22:46:03 +01:00 |
building-deferred-gbuffer.vert
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Improve memory and instantiation time of random buildings.
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2012-09-12 22:46:03 +01:00 |
building-haze.vert
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Improve memory and instantiation time of random buildings.
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2012-09-12 22:46:03 +01:00 |
building-ubershader.vert
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Restore random buildings reflection.
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2012-09-14 00:12:05 +03:00 |
bumpspec.frag
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bumpspec.vert
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cinema.frag
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Preserve film grain aspect ratio
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2012-08-06 10:27:29 +01:00 |
cloud-static-lightfield.frag
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cloud-static-lightfield.vert
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cloud-static.frag
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cloud-static.vert
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clouds-box.frag
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clouds-box.vert
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clouds-layered.frag
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clouds-layered.vert
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clouds-test.frag
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clouds-test.vert
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clouds-thick.frag
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clouds-thick.vert
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clouds-thin.frag
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clouds-thin.vert
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clouds-thinlayer.frag
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clouds-thinlayer.vert
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contrail.frag
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contrail.vert
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crop.frag
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crop.vert
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default.frag
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default.vert
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deferred-gbuffer.frag
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Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards.
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2012-05-01 08:47:38 +02:00 |
deferred-gbuffer.vert
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Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards.
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2012-05-01 08:47:38 +02:00 |
deferred-tree.frag
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Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards.
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2012-05-01 08:47:38 +02:00 |
deferred-tree.vert
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Add rotation of trees, and fix issue 825
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2012-07-31 21:44:38 +01:00 |
display.frag
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Night vision post processing effect in Rembrandt
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2012-08-05 00:08:23 +01:00 |
flutter.vert
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Cleanup some implicit casts
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2012-07-31 21:40:15 +03:00 |
fog.frag
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Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards.
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2012-05-01 08:47:38 +02:00 |
fog.vert
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forest.frag
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Remove hardcoded maximum snow level. Now configured via Environment Settings.
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2012-10-05 22:13:24 +01:00 |
forest.vert
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fullscreen.vert
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Avoid duplication of fullscreen vertex shader
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2012-05-12 11:47:18 +02:00 |
gbuffer-encode.frag
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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.
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2012-05-05 00:10:56 +02:00 |
gbuffer-functions.frag
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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
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2012-05-04 09:34:00 +02:00 |
include_fog.frag
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include_fog.vert
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landmass-g.vert
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landmass.frag
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landmass.geom
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landmass.vert
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light-cone.frag
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light-cone.vert
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light-point.frag
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Improve light reflections on water
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2012-07-13 14:46:31 +02:00 |
light-spot.frag
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Improve light reflections on water
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2012-07-13 14:46:31 +02:00 |
light-spot.vert
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lightmap.frag
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lightmap.vert
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mat-anim.frag
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mat-anim.vert
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mode-diffuse.vert
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mode-off.vert
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model-default.frag
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model-default.vert
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night-vision.frag
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Night vision post processing effect in Rembrandt
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2012-08-05 00:08:23 +01:00 |
rain-layer-lightfield.frag
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rain-layer-lightfield.vert
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rain-layer.frag
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rain-layer.vert
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reflect-bump-spec.frag
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reflect-bump-spec.vert
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reflect.frag
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reflect.vert
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runway-gbuffer.frag
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Small fixes and tweaks. Fix ugly black faces paralel to view direction on random buildings.
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2012-07-16 14:17:16 +03:00 |
runway-gbuffer.vert
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fix runway shader normals in Rembrandt.
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2012-07-01 23:20:02 +03:00 |
runway.frag
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Make the other sunlight shaders recognize water matId.
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2012-07-19 22:08:35 +03:00 |
skydome.frag
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skydome.vert
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ssao.frag
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Get rid of unsigned int and 'invalid operation' at after RenderBin::Draw(..)
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2012-08-06 10:27:17 +01:00 |
ssao.vert
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Screen space ambient occlusion effect
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2012-05-12 09:20:07 +02:00 |
sunlight-nofiltering.frag
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Fix 'Phong distortion' artifact on specular lighting and disappearing emission (due to undefined pow(0,0) called) in Rembrandt - forgotten shaders
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2012-07-22 19:53:27 +02:00 |
sunlight-noshadow.frag
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Fix 'Phong distortion' artifact on specular lighting and disappearing emission (due to undefined pow(0,0) called) in Rembrandt - forgotten shaders
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2012-07-22 19:53:27 +02:00 |
sunlight.frag
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Improve light reflections on water
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2012-07-13 14:46:31 +02:00 |
sunlight.vert
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terrain-default.frag
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terrain-haze-detailed.frag
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Shader updates
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2012-10-06 21:13:50 +01:00 |
terrain-haze-detailed.vert
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Shader updates
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2012-10-06 21:13:50 +01:00 |
terrain-haze.frag
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Procedural Texturing
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2012-08-07 09:01:14 +02:00 |
terrain-haze.vert
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Procedural Texturing
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2012-08-07 09:01:14 +02:00 |
terrain-nocolor.frag
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test.frag
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test.vert
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transition-gbuffer.frag
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make transition effect Rembrandt compatible.
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2012-06-28 23:43:08 +03:00 |
transition-gbuffer.vert
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make transition effect Rembrandt compatible.
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2012-06-28 23:43:08 +03:00 |
transition.frag
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restore transition.frag that got broken
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2012-08-20 13:42:16 +03:00 |
transition.vert
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Cleanup a bit the transition shaders
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2012-07-02 23:17:17 +03:00 |
tree-haze.frag
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Shader updates
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2012-10-06 21:13:50 +01:00 |
tree-haze.vert
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Procedural Texturing
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2012-08-07 09:01:14 +02:00 |
tree.frag
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tree.vert
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Add an additional random rotation to trees so the quads are not
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2012-07-24 22:12:11 +01:00 |
trivial.frag
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Procedural Texturing
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2012-08-07 09:01:14 +02:00 |
trivial.vert
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Procedural Texturing
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2012-08-07 09:01:14 +02:00 |
ubershader-gbuffer.frag
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ubershader: fix reflection under Rembrandt
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2012-09-09 13:54:07 +03:00 |
ubershader.frag
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Small fixes and tweaks. Fix ugly black faces paralel to view direction on random buildings.
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2012-07-16 14:17:16 +03:00 |
ubershader.vert
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Ubershader: some spring cleaning, readability
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2012-05-01 15:03:18 +03:00 |
urban-gbuffer.frag
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Add the ability to record depth in color buffer. This should solve depth buffer resolution problem for older NVidia cards.
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2012-05-01 08:47:38 +02:00 |
urban-gbuffer.vert
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urban-lightfield.frag
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Create an Environment Settings dialog for non-weather environment settings
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2012-08-09 22:52:51 +01:00 |
urban-lightfield.vert
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Procedural Texturing
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2012-08-07 09:01:14 +02:00 |
urban.frag
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Procedural Texturing
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2012-08-07 09:01:14 +02:00 |
urban.vert
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Procedural Texturing
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2012-08-07 09:01:14 +02:00 |
wake.vert
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Optimisation and tidying
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2012-05-07 19:11:34 +01:00 |
water-gbuffer.frag
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Restore the foam to the Rembrandt water shader
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2012-10-06 14:14:27 +03:00 |
water-gbuffer.vert
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Restore the foam to the Rembrandt water shader
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2012-10-06 14:14:27 +03:00 |
water-inland.frag
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water-orig.frag
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water-orig.vert
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water.frag
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Cleanup some implicit casts
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2012-07-31 21:40:15 +03:00 |
water.vert
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Cleanup some implicit casts
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2012-07-31 21:40:15 +03:00 |
water_lightfield.frag
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Cleanup some implicit casts
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2012-07-31 21:40:15 +03:00 |
water_lightfield.vert
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Shader updates
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2012-10-06 21:13:50 +01:00 |
water_lightfield_lr.frag
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Shader updates
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2012-10-06 21:13:50 +01:00 |
water_sine-gbuffer.frag
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Restore the foam to the Rembrandt water shader
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2012-10-06 14:14:27 +03:00 |
water_sine.frag
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Cleanup some implicit casts
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2012-07-31 21:40:15 +03:00 |