veloren/assets/voxygen/shaders
2021-08-04 23:14:08 +01:00
..
antialias Various fixes for shadows. 2021-06-02 23:59:48 -04:00
fluid-frag Add some of the changes from zesterer's patch including decreasing figure glow power, increasing glow of some particles, and fixing water normal normalization 2021-08-01 18:50:38 -04:00
include Don't use derivatives in vertex shader 2021-08-04 23:14:08 +01:00
test Move shaders, start asset reloading system 2019-08-15 23:56:12 -04:00
blit-frag.glsl Implement screenshots 2021-06-02 23:59:50 -04:00
blit-vert.glsl Implement screenshots 2021-06-02 23:59:50 -04:00
clouds-frag.glsl Remove unused shadow bind group from the cloud pipeline 2021-06-03 00:10:05 -04:00
clouds-vert.glsl address/remove TODOs, fix comment typos, enable wgpu/trace feature by default (So no recompile is needed to collect an API trace) 2021-06-03 00:10:06 -04:00
debug-frag.glsl Implement a Debug pipeline for hitboxes and pathfinding lines. 2021-06-03 00:10:06 -04:00
debug-vert.glsl Implement a Debug pipeline for hitboxes and pathfinding lines. 2021-06-03 00:10:06 -04:00
dual-downsample-filtered-frag.glsl Make bloom optional with a config option that is not exposed in the UI (to give artists time to refine bloom before exposing the option) 2021-08-01 18:50:38 -04:00
dual-downsample-frag.glsl Make bloom optional with a config option that is not exposed in the UI (to give artists time to refine bloom before exposing the option) 2021-08-01 18:50:38 -04:00
dual-upsample-frag.glsl Add bloom passes in character select screen, use proper source image for bloom after clouds are applied, add blurred and less blurred stages of bloom together (experimental could remove), add filtering downsample pass that is not yet used 2021-08-01 18:50:37 -04:00
figure-frag.glsl Make bloom optional with a config option that is not exposed in the UI (to give artists time to refine bloom before exposing the option) 2021-08-01 18:50:38 -04:00
figure-vert.glsl Ensure bind groups are ordered with the most frequently changed ones in later slots 2021-06-24 00:47:59 -04:00
fluid-vert.glsl Remove unused waves texture 2021-06-03 00:10:05 -04:00
light-shadows-directed-vert.glsl Make shadow vert shaders always contain their content but ensure they are never used when shadow maps are disabled, remove uneeded shadow frag shader 2021-06-03 00:10:06 -04:00
light-shadows-figure-vert.glsl Make shadow vert shaders always contain their content but ensure they are never used when shadow maps are disabled, remove uneeded shadow frag shader 2021-06-03 00:10:06 -04:00
light-shadows-frag.glsl Various fixes for shadows. 2021-06-02 23:59:48 -04:00
light-shadows-geom.glsl Clouds 2020-10-21 21:05:25 +00:00
light-shadows-vert.glsl Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders 2021-06-02 23:56:43 -04:00
lod-terrain-frag.glsl Various fixes for shadows. 2021-06-02 23:59:48 -04:00
lod-terrain-vert.glsl Comment out lod depth tweaks not designed for reverse depth, convert waves image to rgba before constructing a texture, misc fix after rebase 2021-06-02 23:59:50 -04:00
particle-frag.glsl Various fixes for shadows. 2021-06-02 23:59:48 -04:00
particle-vert.glsl Add some of the changes from zesterer's patch including decreasing figure glow power, increasing glow of some particles, and fixing water normal normalization 2021-08-01 18:50:38 -04:00
player-shadow-frag.glsl Fixed wall leaking with dynamic light ambiance 2021-03-07 14:25:01 +00:00
point-light-shadows-vert.glsl Fix point shadows. 2021-06-02 23:59:48 -04:00
postprocess-frag.glsl Make bloom intensity configurable, make whether less blurred layers are added in toggleable, hold onto copy of pipeline modes instead of returning it from pipeline creation 2021-08-01 18:50:39 -04:00
postprocess-vert.glsl Various fixes for shadows. 2021-06-02 23:59:48 -04:00
skybox-frag.glsl Various fixes for shadows. 2021-06-02 23:59:48 -04:00
skybox-vert.glsl Address various TODOs introduced in wgpu transition 2021-06-03 00:10:06 -04:00
sprite-frag.glsl Ensure bind groups are ordered with the most frequently changed ones in later slots 2021-06-24 00:47:59 -04:00
sprite-vert.glsl Ensure bind groups are ordered with the most frequently changed ones in later slots 2021-06-24 00:47:59 -04:00
terrain-frag.glsl Ensure bind groups are ordered with the most frequently changed ones in later slots 2021-06-24 00:47:59 -04:00
terrain-vert.glsl Ensure bind groups are ordered with the most frequently changed ones in later slots 2021-06-24 00:47:59 -04:00
ui-frag.glsl Fix uniformity bug in ui shader 2021-07-31 21:34:29 +01:00
ui-vert.glsl Fix dx12 shader issues 2021-06-02 23:59:50 -04:00