1
0
Fork 0
fgdata/Shaders
2013-06-13 13:26:37 +03:00
..
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 Discard cloud fragments with a transparency >98% 2012-12-16 22:16:16 +00:00
3dcloud.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
airfield.frag Proper wetness effect on runway and airfield green dependent on quality level 2013-04-22 10:41:44 +03:00
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
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 Model ubershader for Atmospheric Light Scattering 2013-01-31 14:15:18 +02:00
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-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
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 Small fixes and tweaks. Fix ugly black faces paralel to view direction on random buildings. 2012-07-16 14:17:16 +03:00
runway-gbuffer.vert fix runway shader normals in Rembrandt. 2012-07-01 23:20:02 +03:00
runway-lightfield.frag Proper wetness effect on runway and airfield green dependent on quality level 2013-04-22 10:41:44 +03:00
runway.frag Make the other sunlight shaders recognize water matId. 2012-07-19 22:08:35 +03:00
skydome.frag Atmospheric Light Scattering update 2012-12-05 20:31:27 +00:00
skydome.vert Terrain Haze v1.3 2012-04-26 17:22:58 +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
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 Wind effects on vegetation for Atmospheric Light Scattering: movement of trees and hires terrain texture noise simulating vegetation and debris movement 2013-06-07 13:31:34 +03:00
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 Atmospheric Light Scattering update 2012-12-05 20:31:27 +00:00
tree-haze.vert Wind effects on vegetation for Atmospheric Light Scattering: movement of trees and hires terrain texture noise simulating vegetation and debris movement 2013-06-07 13:31:34 +03:00
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 Consolidate Fresnel and rainbow look-up textures. Reinstate Rainbow effect in ALS shader 2013-04-26 20:18:46 +01:00
ubershader-lightfield.frag Tidy up formatting after reinstating Rainbow effect 2013-04-28 09:27:38 +01:00
ubershader.frag Consolidate Fresnel and rainbow look-up textures. Reinstate Rainbow effect in ALS shader 2013-04-26 20:18:46 +01:00
ubershader.vert Model ubershader for Atmospheric Light Scattering 2013-01-31 14:15:18 +02:00
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-lightfield.frag 3d noise based fog and deeper shadows for lower quality terrain, urban and water shaders 2013-04-22 10:02:14 +03:00
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 Fix urban shader compile error. #elseif is an incorrect directive, #elif is the correct one. Thanks to colintoal for reporting. 2013-06-08 13:05:37 +02:00
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
water-gbuffer.frag Restore the foam to the Rembrandt water shader 2012-10-06 14:14:27 +03:00
water-gbuffer.vert Restore the foam to the Rembrandt water shader 2012-10-06 14:14:27 +03:00
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 Cleanup some implicit casts 2012-07-31 21:40:15 +03:00
water_lightfield.frag Shader trick to generate surf at steep coastlines 2013-06-07 14:35:25 +03:00
water_lightfield.vert Shader trick to generate surf at steep coastlines 2013-06-07 14:35:25 +03:00
water_lightfield_lr.frag Bugfix for water flickering problem in Atmospheric Light Scattering 2013-02-06 13:48:45 +02:00
water_sine-gbuffer.frag Restore the foam to the Rembrandt water shader 2012-10-06 14:14:27 +03:00
water_sine.frag Cleanup some implicit casts 2012-07-31 21:40:15 +03:00