Commit Graph

666 Commits

Author SHA1 Message Date
Deve
0f7976e5f8 Merge branch 'master' into gles 2016-07-11 23:23:02 +02:00
Deve
f1effe3208 Revert "Fixed a grass being too dark in some places."
This reverts commit 2b734a9579.
2016-07-09 02:20:06 +02:00
Deve
2b734a9579 Fixed a grass being too dark in some places.
It seems to be an inconsistency in using sRGB rendering.
2016-07-07 01:52:22 +02:00
Deve
04d3bfb9a1 Restore previous version of object pass shader.
This one doesn't have sense at all. We should make sure that uniforms are always initialized in c++ code.
2016-07-05 01:10:53 +02:00
Deve
9ceab23c5f Apply ssao fix from master 2016-06-30 00:50:33 +02:00
Deve
0fb119068b Fixes in more shaders 2016-06-28 21:55:51 +02:00
Deve
bf54626815 Added missing file 2016-06-27 23:06:48 +02:00
deve
964baad705 Some fixes 2016-06-27 13:39:20 +02:00
deve
d5e30ee41e Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
Deve
f679078e75 Port some basic shaders to use #stk_include.
Already working race with disabled advanced lighting :)
2016-06-26 16:39:34 +02:00
Deve
ce8a1c4e1b Already working GUI in shader-based pipeline 2016-06-25 15:10:53 +02:00
Deve
d13716a917 Initial linux version.
Currently works only with irrlicht-based renderer because shaders are not ported yet.
2016-06-24 02:47:13 +02:00
Deve
cc92ee6ef3 One more tweak in SSAO.
Just use mod(x, 6.283185307179586) as suggested by mesa developer, instead converting it to degrees and back to radians.
2016-05-26 11:48:57 +02:00
Deve
cee0de3af3 Fixed a bug in my previous commit.
I forgot that sin and cos functions want angle value in radians.
Now the code looks a bit ugly, but generates proper values.
2016-05-26 02:39:35 +02:00
Deve
cdae595724 Fixed SSAO on intel.
In ssao.frag we are computing theta valaue and it looks that intel driver doesn't like too big values for sinus and cosinus computations.

I just used modulo 360 to store lower angle values in theta variable.
2016-05-25 23:16:01 +02:00
Deve
58f7424b4f Add a workaround for skybox.
The problem was with shader-based pipeline with disabled "advanced effects" in options.

In this case we don't use RTTs and gl_FragCoord contains values in range of whole window. So fo 2 players we still get gl_FragCoord.y = 0..window_size instead of gl_FragCoord.y = 0..window_size/2.

The easiest way to solve it seems to be modulo it by current viewport size. It should be compatible with advanced pipeline as well as single-player games.

Atm. I'm not sure if this should be applied to 0.9.2 branch. It should work fine, but needs some testing.
2016-05-08 21:39:50 +02:00
Deve
62ea873373 Fixed compute shaders on mesa.
It was reporting an error:
[error  ] GLWrap: Error in shader gaussian6h.comp
[error  ] GLWrap: 0:77(1): error: storage qualifiers must come after precise, invariant, interpolation, layout and auxiliary storage qualifiers
2016-05-03 21:48:21 +02:00
Deve
8a288f05ff Implement lightning effect using shaders 2015-10-31 01:00:48 +01:00
Elderme
0fc3d3336e removed useless varying in rhpassthrough.geom shader 2015-10-05 21:22:22 +02:00
samuncle
26298e9e1a Add several new particle effect and correct the bug to enable emit map & alpha testing 2015-09-29 20:08:56 +02:00
Elderme
0b748634ae Removed calls to resizeBox for nitro emitter 2015-08-13 18:15:34 +02:00
Elderme
01c8b25cb6 When the particles position is computed, the position of the emitter in both current and previous frames is now taken into account. There is no more visual artifact when the particles velocity and emitter velocity are not aligned (for example with nitro particles when a kart is skidding) 2015-08-13 14:53:45 +02:00
samuncle
9087d0f837 Increase the strenght of the lens dust 2015-07-27 02:00:34 +02:00
samuncle
1ca6339589 Add color to the lens dust 2015-07-26 05:30:29 +02:00
samuncle
51bd87d303 ground work for lens dust 2015-07-26 04:48:29 +02:00
samuncle
d95f9d844d put into comment the blue lens flare if we need in the future 2015-07-26 01:51:28 +02:00
samuncle
12b1ea5a6c Turn on color for lens flare 2015-07-26 01:46:19 +02:00
hiker
4d6a9726b6 Renamed shader. 2015-05-21 16:37:59 +10:00
hiker
dc8361b941 Fixed spelling of shader. 2015-05-21 11:19:40 +10:00
hiker
52017e31ea Removed unused shader. 2015-05-19 16:36:24 +10:00
hiker
e337b72789 Moved *Detailed* shader into render_geometry, renamed all detailled
to detailed.
2015-05-11 17:17:08 +10:00
hiker
d09f6d3c7a Revert "Clean bloomblending since it's not used anymore"
This reverts commit 2206f8ad5c.

Conflicts:

	src/graphics/post_processing.cpp
2015-03-16 08:49:36 +11:00
hiker
d9375c9a43 Revert 65cb55add4 (Make bloom less
pixelated using Intel doc) since it causes crashes on hd3000.
2015-03-16 08:37:59 +11:00
auriamg
cb5670c843 Merge pull request #1994 from Flakebi/credits
Fix transparency of fallback characters
2015-02-28 19:00:45 -05:00
Deve
988f5ea933 Hopefully proper fix for #2007 2015-02-26 20:16:39 +01:00
Vincent Lejeune
26b38a3afe GodRay use correct screencoord 2015-02-24 22:29:31 +01:00
Vincent Lejeune
419b96c068 Do not use extra uv for mlaa 2015-02-24 22:08:49 +01:00
Vincent Lejeune
bcffedc186 Start working on proper SDSM 2015-02-23 22:35:53 +01:00
Vincent Lejeune
2206f8ad5c Clean bloomblending since it's not used anymore 2015-02-23 22:11:57 +01:00
Vincent Lejeune
06f0188a5b Fix passthrough shader
It was not using half coordinate center
2015-02-23 22:02:32 +01:00
Vincent Lejeune
65cb55add4 Make bloom less pixelated using Intel doc 2015-02-23 21:41:22 +01:00
Vincent Lejeune
13a2f9f597 First part of #1988 fix 2015-02-22 20:31:14 +01:00
Flakebi
a371338c14 Fix transparency of fallback characters 2015-02-21 18:06:27 +01:00
Vincent Lejeune
9641380171 Fix billboard transparency 2015-02-19 00:44:21 +01:00
Vincent Lejeune
56f1dff65d Split scattering function in ambiant/point light part
This fix #1913
2015-01-24 20:00:04 +01:00
Vincent Lejeune
73a20508ef Remove unused shaders 2015-01-17 02:49:48 +01:00
Vincent Lejeune
f22cf2a05e Use a fullscreen pass for skybox 2015-01-15 20:50:19 +01:00
Vincent Lejeune
70e8b4c854 When there are 8 lod level, 7 is the max 2015-01-15 19:52:48 +01:00
Vincent Lejeune
08cb4b4297 Fix tangent/bitangent computation
Shouldn't make any difference since we don't rescale that much
2015-01-12 23:01:35 +01:00
Vincent Lejeune
cfbbeef441 Clamp lod level in SSAO shader later. 2015-01-12 22:47:53 +01:00