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."
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This reverts commit 2b734a9579
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2016-07-09 02:20:06 +02:00
Deve
2b734a9579
Fixed a grass being too dark in some places.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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to detailed.
2015-05-11 17:17:08 +10:00
hiker
d09f6d3c7a
Revert "Clean bloomblending since it's not used anymore"
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This reverts commit 2206f8ad5c
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Conflicts:
src/graphics/post_processing.cpp
2015-03-16 08:49:36 +11:00
hiker
d9375c9a43
Revert 65cb55add4
(Make bloom less
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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
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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
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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
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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
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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