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2012-07-02 23:27:44 +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 Updated shaders and effects for 3D clouds using single Drawable per cloud rather than per sprite. 2012-01-17 22:19:53 +00:00
3dcloud.vert Updated shaders and effects for 3D clouds using single Drawable per cloud rather than per sprite. 2012-01-17 22:19:53 +00:00
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
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
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 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 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 Add a bloom strength property and a slider in the Rembrandt dialog 2012-06-26 09:02:21 +02:00
flutter.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
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 Add missing include_fog.[vert/frag] to the forest, glacier, and herbtundra effects. 2012-02-12 17:57:00 +02:00
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 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 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
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 Make runway shader work with Rembrandt 2012-06-23 23:13:49 +03:00
runway-gbuffer.vert fix runway shader normals in Rembrandt. 2012-07-01 23:20:02 +03:00
runway.frag Make runway shader work with Rembrandt 2012-06-23 23:13:49 +03:00
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
ssao.frag Screen space ambient occlusion effect 2012-05-12 09:20:07 +02:00
ssao.vert Screen space ambient occlusion effect 2012-05-12 09:20:07 +02:00
sunlight-nofiltering.frag Get rid of TexGen magic and do the projective texturing for shadow mapping ourself 2012-06-27 21:04:51 +02:00
sunlight-noshadow.frag Add material ID to provide increased specular effect in Rembrandt for water and ubershader. 2012-06-26 02:18:00 +03:00
sunlight.frag Get rid of TexGen magic and do the projective texturing for shadow mapping ourself 2012-06-27 21:04:51 +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 bugfixes 2012-06-11 20:23:31 +02:00
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 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 make transition effect Rembrandt compatible. 2012-06-28 23:43:08 +03:00
transition-gbuffer.vert make transition effect Rembrandt compatible. 2012-06-28 23:43:08 +03:00
transition.frag More transition.frag cleanups 2012-07-02 23:34:00 +03:00
transition.vert Cleanup a bit the transition shaders 2012-07-02 23:17:17 +03:00
tree-haze.frag Add support for atmospheric scattering to the random vegetation shader. 2012-06-30 00:38:14 +01:00
tree-haze.vert Correct atmospheric scattering for trees, where we were applying ambient lighting twice, making them too dark, and not using an alpha test. 2012-07-02 23:27:44 +01:00
tree.frag Standardized fog 2011-12-01 20:52:59 +00:00
tree.vert SHADERS: fix "unified" fog function. This should fix issue #650 2012-02-14 18:52:38 +02:00
ubershader-gbuffer.frag Add material ID to provide increased specular effect in Rembrandt for water and ubershader. 2012-06-26 02:18:00 +03:00
ubershader.frag transition.frag: fix shading 2012-06-28 14:37:45 +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 #623 2012-02-11 10:47:39 +01:00
urban.vert SHADERS:fix "unified" fog function. 2012-02-14 18:39:58 +02:00
wake.vert Optimisation and tidying 2012-05-07 19:11:34 +01:00
water-gbuffer.frag Add material ID to provide increased specular effect in Rembrandt for water and ubershader. 2012-06-26 02:18:00 +03:00
water-gbuffer.vert fix water specular with Rembrandt 2012-06-25 21:15:32 +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 Make water efect use png textures by default, and rely on their dds counterparts only when using the dds materials file. 2012-06-16 18:57:14 +03:00
water.vert fix water specular with Rembrandt 2012-06-25 21:15:32 +03:00
water_lightfield.frag adapt water_lightfield shader to the previous changes 2012-06-16 21:27:59 +03:00
water_lightfield.vert Terrain Haze v1.3 2012-04-26 17:22:58 +03:00
water_sine-gbuffer.frag Add material ID to provide increased specular effect in Rembrandt for water and ubershader. 2012-06-26 02:18:00 +03:00
water_sine.frag Make water efect use png textures by default, and rely on their dds counterparts only when using the dds materials file. 2012-06-16 18:57:14 +03:00