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fgdata/Shaders/HDR
Fernando García Liñán 10cd3fb8c4 HDR: Normal mapping without precomputed tangents
Also tidy up model and terrain shaders. Inputs and outputs to vertex and
fragment shaders are now interface blocks.
2023-04-17 05:09:24 +02:00
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3dcloud.frag HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
3dcloud.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
aces.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
aerial_perspective.glsl HDR: Add remaining aerosol types 2023-04-16 07:19:22 +02:00
atmos.glsl HDR: Add remaining aerosol types 2023-04-16 07:19:22 +02:00
atmos_aerial_perspective.frag HDR: Add remaining aerosol types 2023-04-16 07:19:22 +02:00
atmos_sky_view.frag HDR: Fix aerial perspective banding 2023-04-13 05:57:01 +02:00
atmos_spectral.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
atmos_transmittance.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
bloom_downsample.frag HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
bloom_upsample.frag HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
cloud_static.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
clustered.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
color.glsl HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
copy_prev_luminance.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
debug_gbuffer_clear.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
debug_gbuffer_color.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
debug_gbuffer_depth.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
debug_gbuffer_matid.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
debug_gbuffer_normal.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
debug_gbuffer_orm.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
envmap.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
envmap_copy.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
envmap_prefilter.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
exposure.glsl HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
fxaa.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
fxaa.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
gbuffer_pack.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
gbuffer_unpack.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
gtao.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
gtao.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
gtao_denoiser.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
histogram.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
histogram_aggregate.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
histogram_column.frag HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
histogram_luminance.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
ibl.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
math.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
model_chrome.frag HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
model_chrome.vert HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
model_combined.frag HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
model_combined.vert HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
model_default.frag HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
model_default.vert HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
model_pbr.frag HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
model_pbr.vert HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
model_pbr_transparent.frag HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
model_pbr_transparent.vert HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
model_shadow.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
model_shadow.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
model_transparent.frag HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
model_transparent.vert HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
normal_encoding.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
normalmap.glsl HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
pos_from_depth.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
postprocess.frag HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
quad.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
quad.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
quad_cubemap.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
quad_matrix.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
quad_notexcoord.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
shading_opaque.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
shading_opaque.glsl HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
shading_transparent.glsl HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
shadows.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
skydome.frag HDR: Add remaining aerosol types 2023-04-16 07:19:22 +02:00
skydome.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
smaa_blending_weight_calculation.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
smaa_blending_weight_calculation.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
smaa_edge_detection.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
smaa_edge_detection.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
smaa_neighborhood_blending.frag HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
smaa_neighborhood_blending.vert HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
surface.glsl HDR: Complete refactoring of shader style and naming 2023-04-11 15:53:47 +02:00
terrain_default.frag HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
terrain_default.vert HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
terrain_lfeat.frag HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
terrain_lfeat.vert HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
terrain_runway.frag HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
terrain_runway.vert HDR: Normal mapping without precomputed tangents 2023-04-17 05:09:24 +02:00
water.frag HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
water.vert HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
water_shading.frag HDR: Better bloom effect 2023-04-13 00:30:02 +02:00
ws30.frag HDR: WS30 basic terrain shader 2023-04-12 18:11:41 +01:00