Benau
7d5f786da8
Make grass shader colorizable
2016-12-04 00:59:09 +08:00
Benau
decf3b9715
4 bindless textures + texture translation + colorization in vao
2016-11-28 10:47:14 +08:00
deve
d5e30ee41e
Port also other shaders to use #stk_include
2016-06-27 13:11:27 +02:00
Vincent Lejeune
c4e5a720f7
Do not undefine builtin macros.
2014-12-18 22:09:14 +01:00
Vincent Lejeune
ea3cc141ff
Fix grass in azdo mode
2014-10-08 01:01:28 +02:00
Vincent Lejeune
94cd8d5c51
Avoid some useless computation in some vert shaders
2014-09-05 23:41:12 +02:00
Vincent Lejeune
7bff68870c
Read sampler from attributes.
2014-08-24 21:50:59 +02:00
Vincent Lejeune
58c094917e
Use an header included in every shaders.
2014-08-02 00:50:56 +02:00
vlj
b861c3fb73
Use fixed attribute location for instanced objects.
2014-06-29 22:19:10 +02:00
vlj
bde17a28d5
Fix for GL 3.1 context
2014-06-27 20:58:52 +02:00
vlj
948c5e8aa2
Use explicit attribute location.
...
Should help implementing basevertex later, and simplify vao creation a
lot.
2014-06-24 23:17:41 +02:00
vlj
883b39591f
Width and height are passed by UBO
2014-05-17 02:39:55 +02:00
vlj
3a55bbe796
Generalize use of UBO.
2014-04-10 21:16:44 +02:00
Vincent Lejeune
bb311618e3
Instancing: Add support for scale transformation.
2014-03-31 18:10:45 +02:00
vlj
ca1a1e37d9
Fix normals for normal object.
2014-03-29 01:22:08 +01:00
vlj
81b1e9fb94
Move the wind portion into the world matrix
...
It should make the normal correct although I didnt notice any visual difference.
2014-03-28 02:39:20 +01:00
vlj
c70b9ba0f8
Explicitly build the inverse matrix
...
Some drivers does not support inverse function although they advertise
glsl 140 support, and it's faster to do it manually as we know the
structure of the matrix.
2014-03-27 19:12:55 +01:00
vlj
3538fd46d2
Look like instance orientation was wrong.
2014-03-27 01:33:02 +01:00
vlj
71881ac64d
Add orientation to grass material
2014-03-25 16:49:03 +01:00
vlj
a866b3f416
Add Grass material support for instancing.
2014-03-24 16:40:40 +01:00