Urho3D/bin/CoreData/Shaders/GLSL
2023-08-02 06:07:52 +00:00
..
AutoExposure.glsl Fix sign typo in AutoExposure.glsl 2020-11-11 04:03:20 +03:00
Basic.glsl
Bloom.glsl Unify naming of rendertargets between the Bloom & Blur postprocesses. 2015-11-02 01:41:14 +02:00
BloomHDR.glsl
Blur.glsl
BRDF.glsl Mobile shaders fixes (#2709) 2020-12-07 18:43:48 +03:00
ColorCorrection.glsl
Constants.glsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
CopyFramebuffer.glsl
DeferredLight.glsl Normal offset support in GLSL. Fix deferred specular in GLSL. 2016-05-07 20:20:43 +03:00
Depth.glsl
Fog.glsl
FXAA2.glsl
FXAA3.glsl
GammaCorrection.glsl
GreyScale.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
GSTest.glsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
IBL.glsl Mobile shaders fixes (#2709) 2020-12-07 18:43:48 +03:00
Lighting.glsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
LitParticle.glsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
LitSolid.glsl Fix getting world-space tangent for billboards. Closes #1678. 2016-11-09 22:57:34 +02:00
PBR.glsl Mobile shaders fixes (#2709) 2020-12-07 18:43:48 +03:00
PBRDeferred.glsl Mobile shaders fixes (#2709) 2020-12-07 18:43:48 +03:00
PBRLitSolid.glsl Typo in the previous commit 2020-12-07 18:54:31 +03:00
PBRTerrainBlend.glsl Mobile shaders fixes (#2709) 2020-12-07 18:43:48 +03:00
PBRVegetation.glsl Vegetation shader and technique bugfixes (#2659) 2020-07-14 04:08:32 +03:00
PostProcess.glsl
PrepassLight.glsl Normal offset support in GLSL. Fix deferred specular in GLSL. 2016-05-07 20:20:43 +03:00
Samplers.glsl Force highp for shadow related samplers, uniforms & varyings on GLES for better shadows on iOS. Note: may be incompatible for some mobile GPU's that don't support highp at all. 2016-06-08 21:30:31 +03:00
ScreenPos.glsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
Shadow.glsl Move VSM shadow z/w divide to pixel shader so that e.g. shadowed point lights will work much better. Related to #1716. 2016-12-17 01:27:51 +02:00
ShadowBlur.glsl VSM shadow map can be blurred 2015-12-05 13:26:38 +01:00
Skybox.glsl Fix Skybox by gleblebedev 2020-12-04 11:42:21 +03:00
Skydome.glsl fix skydome glsl error 2016-09-11 13:27:47 +08:00
Stencil.glsl
TerrainBlend.glsl Use cAmbientColor.rgb where necessary. 2016-07-25 01:31:51 +03:00
Tess_Unlit.glsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
Text.glsl Fix 35_SignedDistanceFieldText sample for OpenGL ES 2.0 2021-02-01 21:37:23 +03:00
Tonemap.glsl Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
Transform.glsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
Uniforms.glsl bump max lights per vertex by a lot 2023-08-02 06:07:52 +00:00
Unlit.glsl Remove commented out shader code. 2016-09-29 20:49:40 +03:00
UnlitParticle.glsl Geometry (and hull/compute) shaders by JSandusky 2021-12-05 07:51:22 +00:00
Urho2D.glsl
Vegetation.glsl Vegetation shader and technique bugfixes (#2659) 2020-07-14 04:08:32 +03:00
VegetationDepth.glsl Vegetation shader and technique bugfixes (#2659) 2020-07-14 04:08:32 +03:00
VegetationShadow.glsl Vegetation shader and technique bugfixes (#2659) 2020-07-14 04:08:32 +03:00
Water.glsl Specify high precision for water shader varyings on GLES to fix shaky reflection/refraction texture sampling. Closes #1593. 2016-09-17 00:26:32 +03:00