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