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 |
|
Vincent Lejeune
|
95e2213b1e
|
SSAO can me 0 sometimes
|
2015-01-12 20:13:11 +01:00 |
|
Vincent Lejeune
|
b8ab68b31a
|
Fix precision issue in SSAO
|
2015-01-12 20:05:40 +01:00 |
|
Vincent Lejeune
|
3bcdc04279
|
Fix precision issue in CIE/RGB conversions
|
2015-01-12 20:05:16 +01:00 |
|
Vincent Lejeune
|
019ec344fe
|
Allow to reduce shadow resolution
|
2015-01-11 00:45:38 +01:00 |
|
Vincent Lejeune
|
cc43861896
|
Tangent/Bitangent direction only matters.
|
2015-01-07 21:51:23 +01:00 |
|
Vincent Lejeune
|
3451d4e9a0
|
Add a ESM/PCF switch
|
2015-01-01 20:06:34 +01:00 |
|
Vincent Lejeune
|
883ab43e29
|
Assume __VERSION >= 130 everywhere
|
2015-01-01 03:18:13 +01:00 |
|
Vincent Lejeune
|
d8b3cf9c8f
|
Factorise MRP
|
2014-12-27 03:22:06 +01:00 |
|
Vincent Lejeune
|
e42cdc5d64
|
Used #ifndef in header.txt
|
2014-12-27 03:21:55 +01:00 |
|
samuncle
|
c54fed411f
|
Merge branch 'master' of https://github.com/supertuxkart/stk-code
|
2014-12-21 09:58:06 +01:00 |
|
samuncle
|
b54ddb9828
|
Add emit map to object pass 2 shader
|
2014-12-21 09:58:03 +01:00 |
|
Vincent Lejeune
|
c4e5a720f7
|
Do not undefine builtin macros.
|
2014-12-18 22:09:14 +01:00 |
|
Vincent Lejeune
|
84cf087ae6
|
Forget to update grass pass 2 sun location
|
2014-12-16 02:10:26 +01:00 |
|
Vincent Lejeune
|
7aa7e2d148
|
Factorise sun color/position
|
2014-12-15 23:09:19 +01:00 |
|
Vincent Lejeune
|
03694d9c7c
|
Factorise SH coefficient in an UBO
|
2014-12-15 00:18:03 +01:00 |
|
Vincent Lejeune
|
4b2abef56c
|
Remove redondant uniform in IBL
|
2014-12-14 21:55:15 +01:00 |
|
Vincent Lejeune
|
1732b1cfef
|
Clean up sunlight shader + factorize diffusebrdf
|
2014-12-14 21:39:18 +01:00 |
|
Vincent Lejeune
|
d50dde4c97
|
Revert "Try to fix ibl precision issue"
This reverts commit 1cf592394b .
|
2014-12-14 02:48:47 +01:00 |
|
Vincent Lejeune
|
1cf592394b
|
Try to fix ibl precision issue
|
2014-12-13 22:35:46 +01:00 |
|
Vincent Lejeune
|
7872bc7860
|
Fix image format for bilateral blur
|
2014-12-13 22:28:16 +01:00 |
|
Vincent Lejeune
|
1c05d9ef68
|
Port colored lines too
|
2014-12-11 01:44:58 +01:00 |
|
Vincent Lejeune
|
db6600a687
|
Frustrum shader is updated to new system
|
2014-12-11 01:19:17 +01:00 |
|
samuncle
|
cb8017cae1
|
clamping values to avoid pink specularity
|
2014-12-10 03:02:36 +01:00 |
|
Vincent Lejeune
|
a8ce996047
|
Revert "Simplify sunlight shadow shader."
This reverts commit cc7f95163c .
|
2014-12-09 21:20:55 +01:00 |
|
Vincent Lejeune
|
cc7f95163c
|
Simplify sunlight shadow shader.
|
2014-12-09 19:00:21 +01:00 |
|
Vincent Lejeune
|
c91c04c862
|
Same for shadow blur pass
|
2014-12-09 18:54:27 +01:00 |
|
Vincent Lejeune
|
b24fd621a5
|
Precompute coefficient in gaussian blur pass
|
2014-12-09 18:43:48 +01:00 |
|
Vincent Lejeune
|
d97b9f2d0e
|
Clamp SpecularIBL value on positive range
|
2014-12-09 01:33:58 +01:00 |
|
Vincent Lejeune
|
2667791621
|
Tweak IBL
|
2014-12-08 19:36:23 +01:00 |
|
Vincent Lejeune
|
72fdf816e7
|
Fix Importance sampling
|
2014-12-08 19:16:26 +01:00 |
|
Vincent Lejeune
|
2b0680d92d
|
Use texture buffer instead of uniform for samples
Should fix nvidia glsl error
|
2014-12-08 18:24:43 +01:00 |
|
Vincent Lejeune
|
6041c48fbe
|
Source DiffuseIBL algorithm
|
2014-12-07 21:37:16 +01:00 |
|
Vincent Lejeune
|
a320eebece
|
Cleanup tonemap shader
|
2014-12-07 21:27:26 +01:00 |
|
Vincent Lejeune
|
a094bbae19
|
Factorize DiffuseIBL and SpecularIBL
|
2014-12-07 19:10:22 +01:00 |
|
Vincent Lejeune
|
e491422bdc
|
Weight sample in importance sampling
|
2014-12-07 18:26:51 +01:00 |
|
Vincent Lejeune
|
1e2656dc88
|
Use clamp instead of max(0, dot(normalized, normalized))
Should help GLSL compiler to optimize them.
|
2014-12-05 17:51:18 +01:00 |
|
Vincent Lejeune
|
8f3b8cf448
|
Implement specular IBL properly
|
2014-12-05 16:42:49 +01:00 |
|
Vincent Lejeune
|
fd2da4085b
|
Rename some shader to improve their meaning
|
2014-12-05 00:20:16 +01:00 |
|
Vincent Lejeune
|
23b781e7dd
|
Move glossmap formula to getspecular shader
|
2014-12-05 00:09:15 +01:00 |
|
Vincent Lejeune
|
354dad7392
|
Fix an error when indirect instancing is not supported
|
2014-12-01 01:46:50 +01:00 |
|
samuncle
|
91736e1941
|
Add the support for emit map. For the moment it's only for solid objects
|
2014-11-22 15:59:22 +01:00 |
|
Vincent Lejeune
|
d426a395bb
|
Use old formula for glossmap
|
2014-11-22 02:03:20 +01:00 |
|
Vincent Lejeune
|
f3a637fb99
|
Fix sun area light
|
2014-11-21 02:44:27 +01:00 |
|
Vincent Lejeune
|
79e5e9f880
|
Revert "Use f0 in fresnel schlick"
This reverts commit acdafc5566 .
|
2014-11-21 02:09:02 +01:00 |
|
Vincent Lejeune
|
593f462ec5
|
Revert "Use color for specular"
This reverts commit fcba1dab86 .
|
2014-11-21 02:09:00 +01:00 |
|
Vincent Lejeune
|
4a8afd2d40
|
Implement sun as an disk area light.
Solid angle is defaulted to sun's one.
|
2014-11-21 01:54:30 +01:00 |
|
Vincent Lejeune
|
fcba1dab86
|
Use color for specular
|
2014-11-20 22:57:32 +01:00 |
|
Vincent Lejeune
|
acdafc5566
|
Use f0 in fresnel schlick
|
2014-11-20 22:51:22 +01:00 |
|
Vincent Lejeune
|
bcd3452b70
|
Remove bubble shaders
|
2014-11-20 22:05:19 +01:00 |
|
Vincent Lejeune
|
a78b889b05
|
Modelise Beer Lambert absorption for fog
|
2014-11-20 21:23:33 +01:00 |
|
Vincent Lejeune
|
c594295288
|
Tweak shadow blur
|
2014-11-18 03:44:45 +01:00 |
|
Vincent Lejeune
|
c2859d24ce
|
Improved shadow stability
|
2014-11-15 21:27:15 +01:00 |
|
Vincent Lejeune
|
448f254a2b
|
Fixes
|
2014-11-15 21:02:24 +01:00 |
|
Vincent Lejeune
|
a7b8ba13cd
|
Add shader content
|
2014-11-15 20:43:44 +01:00 |
|
Vincent Lejeune
|
7e3c2c4897
|
Add a shader to blur shadow
|
2014-11-15 20:37:47 +01:00 |
|
Vincent Lejeune
|
687bb6e065
|
Spare a few lds inst
|
2014-11-15 19:18:07 +01:00 |
|
Vincent Lejeune
|
6cc721eaf9
|
Use CS for gaussian6
|
2014-11-15 01:11:26 +01:00 |
|
samuncle
|
ffb76788a9
|
Minor tweak with transluscent material
|
2014-11-13 18:02:25 +01:00 |
|
samuncle
|
1bd3ee24c6
|
Add a description to the shader
|
2014-11-12 01:22:33 +01:00 |
|
samuncle
|
f39ae90b6e
|
merge with trunk + try to adapt to the new blur system
|
2014-11-12 00:08:21 +01:00 |
|
Vincent Lejeune
|
192ed8a486
|
Fix classic fog
|
2014-11-11 22:43:25 +01:00 |
|
Vincent Lejeune
|
09fa1ee3cb
|
Implement scattering for point light
|
2014-11-11 22:36:27 +01:00 |
|
Vincent Lejeune
|
bd4fe57524
|
Use fog start value to determine density
|
2014-11-11 21:52:54 +01:00 |
|
Vincent Lejeune
|
84affec451
|
Change fog equation
|
2014-11-10 22:08:12 +01:00 |
|
Vincent Lejeune
|
85bbc0f8b8
|
Use variable sigma for blur filter
|
2014-11-10 21:32:04 +01:00 |
|
samuncle
|
e20d8bdcdf
|
Merge branch 'master' of https://github.com/supertuxkart/stk-code into lensflare
Keep lens flare updated with trunk
|
2014-11-08 01:51:40 +01:00 |
|
Vincent Lejeune
|
04d313671c
|
Fix sqrt(int) in diffuseenvmap
|
2014-11-08 01:02:46 +01:00 |
|
Vincent Lejeune
|
5eefe0c0ad
|
Make envmap reflexion less blurry
|
2014-11-08 00:57:49 +01:00 |
|
samuncle
|
2a440bb2cb
|
minor modification to the blueish mood of lens flare
|
2014-11-07 16:20:39 +01:00 |
|
samuncle
|
1e547652f7
|
Merge branch 'master' of https://github.com/supertuxkart/stk-code into lensflare
Keep lens flare updated with master
|
2014-11-07 16:14:11 +01:00 |
|
Vincent Lejeune
|
909948c9a4
|
Implement depth histogram to position cascade split
|
2014-11-07 13:42:13 +01:00 |
|
Vincent Lejeune
|
cacb008ae6
|
Prepare compute shader to stretch lightcoord
|
2014-11-07 13:42:13 +01:00 |
|
samuncle
|
52bc4cebd4
|
Add the lensflare shader
|
2014-11-04 21:15:18 +01:00 |
|
Vincent Lejeune
|
92ecd01e61
|
Make cascade split modifiable
|
2014-11-04 20:53:32 +01:00 |
|
samuncle
|
d7caebe847
|
enable vignette during races
|
2014-11-03 21:53:44 +01:00 |
|
Vincent Lejeune
|
ddecd23472
|
Tweak values
|
2014-11-02 19:07:02 +01:00 |
|
Vincent Lejeune
|
ebe11370a2
|
Reenable bluring
|
2014-11-02 16:30:44 +01:00 |
|
Vincent Lejeune
|
c5186e3ab3
|
Use depth in exp space
|
2014-11-02 16:26:46 +01:00 |
|
Vincent Lejeune
|
b975b63eea
|
Use proper depth linear value
|
2014-11-02 16:00:41 +01:00 |
|
Vincent Lejeune
|
f5a44c0a19
|
Take more sample
|
2014-11-02 02:42:44 +01:00 |
|
Vincent Lejeune
|
9113aa7a39
|
Implement Exponential Shadow map
|
2014-11-02 02:36:10 +01:00 |
|
Vincent Lejeune
|
7679213e26
|
Use exp algorithm for the gaussian blur
|
2014-11-02 02:35:02 +01:00 |
|
Vincent Lejeune
|
6aed902ae0
|
Store depth in color buffer instead of depth
This allows for instance to blur it using already existing shaders
|
2014-11-01 22:38:38 +01:00 |
|
Vincent Lejeune
|
ee687440c7
|
Increase shadow filtering
|
2014-10-29 18:57:39 +01:00 |
|
Vincent Lejeune
|
794ab54b7a
|
Clamp lodval
|
2014-10-24 00:41:34 +02:00 |
|
Vincent Lejeune
|
9ca4d7e3e6
|
Improve ibl specular reflexion using mipmap chain
|
2014-10-22 14:49:06 +02:00 |
|
Vincent Lejeune
|
2f45266c6f
|
Fix position of speedmeter
Only need to get the texture
|
2014-10-17 18:51:41 +02:00 |
|
Vincent Lejeune
|
ce7f017adf
|
Some fixes
|
2014-10-17 18:43:39 +02:00 |
|
Vincent Lejeune
|
ea3cc141ff
|
Fix grass in azdo mode
|
2014-10-08 01:01:28 +02:00 |
|
Vincent Lejeune
|
9de7d11ee4
|
Fix bloom effect on mesa
|
2014-10-07 00:00:16 +02:00 |
|
Vincent Lejeune
|
20ea7ca271
|
GI use sun color value
|
2014-10-06 22:51:41 +02:00 |
|
vlj
|
b10f1a3ef2
|
Tweak envmap
|
2014-10-06 02:29:18 +02:00 |
|
vlj
|
c7b98c4e6c
|
Emulate envmap specular reflexion
|
2014-10-06 02:19:21 +02:00 |
|
Vincent Lejeune
|
44792a1490
|
Fix splatting
|
2014-10-05 22:46:02 +02:00 |
|
Vincent Lejeune
|
0db951f374
|
Try to emulate enery conservation
|
2014-10-05 21:53:06 +02:00 |
|
Vincent Lejeune
|
300a09746f
|
Additionnal fixes
|
2014-10-05 21:45:56 +02:00 |
|
Vincent Lejeune
|
a8161288a9
|
Convert remaining shaders
|
2014-10-05 20:47:13 +02:00 |
|
Vincent Lejeune
|
9f2b66d195
|
Use specmap on others mats
|
2014-10-05 20:37:49 +02:00 |
|
Vincent Lejeune
|
0121ae8db6
|
Use specmap value
|
2014-10-05 02:30:01 +02:00 |
|
Vincent Lejeune
|
88954a5d88
|
Prepare shader for specmap value
|
2014-10-05 02:12:04 +02:00 |
|
vlj
|
30dda3e343
|
Fix sky warp
|
2014-10-02 02:53:31 +02:00 |
|
vlj
|
2236e8dd1c
|
Fix extra respawning particles
|
2014-10-01 01:19:49 +02:00 |
|
vlj
|
58e1b73752
|
Fix bloom computation
|
2014-09-24 01:19:37 +02:00 |
|
Vincent Lejeune
|
5643e38886
|
Some factorisation for non instanced path
|
2014-09-20 19:28:06 +02:00 |
|
Vincent Lejeune
|
b3e124b93e
|
Some fixes
|
2014-09-20 18:48:22 +02:00 |
|
Vincent Lejeune
|
b034049a28
|
Support for 3 tex mats
|
2014-09-19 23:09:22 +02:00 |
|
Vincent Lejeune
|
24cd727899
|
Add glossytex to textures
|
2014-09-19 19:54:00 +02:00 |
|
Vincent Lejeune
|
1d2c77d86a
|
Use ProjectionViewMatrix in glow_object.vert
|
2014-09-17 02:12:28 +02:00 |
|
Vincent Lejeune
|
b769e46a00
|
Use texture instead of image in SSAO.
|
2014-09-16 15:18:29 +02:00 |
|
Vincent Lejeune
|
4c6df4821d
|
Revert "Do not allow specvalue to be below 0."
This reverts commit 6b4430caaa .
|
2014-09-16 00:37:49 +02:00 |
|
Vincent Lejeune
|
fbb71bca7e
|
Revert "Fix negative value inside tonemap"
This reverts commit 16dc973faa .
|
2014-09-16 00:37:37 +02:00 |
|
Vincent Lejeune
|
b5598fda57
|
Revert "Force non negative value in bloom"
This reverts commit cb922ed4db .
|
2014-09-16 00:37:23 +02:00 |
|
vlj
|
cb922ed4db
|
Force non negative value in bloom
|
2014-09-15 22:11:53 +02:00 |
|
Vincent Lejeune
|
16dc973faa
|
Fix negative value inside tonemap
It should be checked before but since it's not always reproducible.
|
2014-09-15 01:10:12 +02:00 |
|
Vincent Lejeune
|
6b4430caaa
|
Do not allow specvalue to be below 0.
Just in case it shouldnt be possible anyway.
|
2014-09-15 01:06:15 +02:00 |
|
Vincent Lejeune
|
7c54ac4d81
|
Fix second texcoord in instanced_object_pass.vert
|
2014-09-14 23:07:10 +02:00 |
|
Vincent Lejeune
|
dea23d7a69
|
Properly reapply HD3000 particle fix
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2014-09-10 18:57:40 +02:00 |
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Vincent Lejeune
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e77b5dddeb
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Revert "Forgot to fix a particle shader for hd3000"
This reverts commit 48fcea8ee8 .
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2014-09-10 18:57:03 +02:00 |
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Vincent Lejeune
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48fcea8ee8
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Forgot to fix a particle shader for hd3000
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2014-09-10 18:09:38 +02:00 |
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Vincent Lejeune
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8fd97615f3
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Fix particle for hd3000
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2014-09-10 01:42:51 +02:00 |
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Vincent Lejeune
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94cd8d5c51
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Avoid some useless computation in some vert shaders
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2014-09-05 23:41:12 +02:00 |
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Vincent Lejeune
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1e172dbf33
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Fix glowobject frag shader
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2014-09-05 22:17:57 +02:00 |
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vlj
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3083df450f
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Gather object in instanced calls
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2014-09-02 23:23:23 +02:00 |
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Vincent Lejeune
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99b110cc99
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Use uvec2 instead of sampler2D
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2014-08-29 01:30:19 +02:00 |
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vlj
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5878cb35ec
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Implement runtime detection of srgb bindless fix
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2014-08-28 22:02:12 +02:00 |
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vlj
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53c52470ee
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Use one call for each shadow cascade instead of a big one.
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2014-08-26 21:56:16 +02:00 |
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Vincent Lejeune
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bf5410b793
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Add unlit instanced shader
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2014-08-26 20:34:59 +02:00 |
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Vincent Lejeune
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cad1efbff1
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Add instanced detail shader
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2014-08-26 20:34:37 +02:00 |
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Vincent Lejeune
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0960f090dc
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Add instanced spheremap shader
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2014-08-26 20:34:26 +02:00 |
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Vincent Lejeune
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7bff68870c
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
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Vincent Lejeune
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6ac3d69471
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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
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Vincent Lejeune
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547018f0ab
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Port PointLight shader
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2014-08-22 00:30:14 +02:00 |
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vlj
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f77695c098
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Add Tangent/Bitangent in instanced object shader.
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2014-08-15 17:15:19 +02:00 |
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Vlj
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7fbe529e6f
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Forget to add Tangent/BiTangent with pre 330
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2014-08-15 02:14:30 +02:00 |
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Vlj
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d3ec1a27ce
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Completly unroll the loop
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2014-08-15 00:02:43 +02:00 |
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Vlj
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4829b8ddd8
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Manually unroll rh shader
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2014-08-14 23:58:11 +02:00 |
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Vincent Lejeune
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f9c692052e
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Try a fix for nvidia and GI
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2014-08-14 21:26:16 +02:00 |
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Vincent Lejeune
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8117260bf6
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Factorise attribute location of simulation program.
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2014-08-13 22:26:52 +02:00 |
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Vincent Lejeune
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dc02eec7b6
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Port particle rendering shaders too.
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2014-08-13 21:04:03 +02:00 |
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Vincent Lejeune
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22137eee88
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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
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Vincent Lejeune
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70b0fce50c
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Add support for instanced normal map mesh.
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2014-08-13 19:20:40 +02:00 |
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Vincent Lejeune
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292aa0cbc4
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Factorize FullScreen shaders invocations.
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2014-08-13 02:01:29 +02:00 |
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Vincent Lejeune
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020e939e2b
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Normalize normals in normal view.
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2014-08-09 21:24:50 +02:00 |
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Vincent Lejeune
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c546b25ae9
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Fix perspective in normal view.
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2014-08-09 21:19:26 +02:00 |
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Vincent Lejeune
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c07aed260a
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Visualize vertex normals in normal view.
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2014-08-09 21:09:31 +02:00 |
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Vincent Lejeune
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bcc2196ccf
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Fix SSAO on splatting material.
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2014-08-09 20:05:49 +02:00 |
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vlj
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496269e73b
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Make SSAO param changeable.
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2014-08-09 18:51:52 +02:00 |
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Vincent Lejeune
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8db09a55cd
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Add Splatting RSM shader type.
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2014-08-08 01:07:55 +02:00 |
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vlj
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60f76ee612
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Fix RSM
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2014-08-07 22:45:25 +02:00 |
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vlj
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6c3aeceb51
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Fix GI
It was using wrong swizzle for depth texture.
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2014-08-07 22:32:42 +02:00 |
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Vincent Lejeune
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95fb3ea580
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Add support moving texture in rsm.
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2014-08-07 20:44:33 +02:00 |
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Vincent Lejeune
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e932638aef
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Port sunlight* shaders to singleton.
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2014-08-07 20:07:03 +02:00 |
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Vincent Lejeune
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87bf242164
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Fix shadows for unlit with alpha ref.
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2014-08-07 02:12:13 +02:00 |
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Vincent Lejeune
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858b789419
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Support vertex color for alpha ref material.
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2014-08-07 02:11:55 +02:00 |
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Vincent Lejeune
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c0d57100a7
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Enable ref + vertex color for unlit mat.
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2014-08-07 01:50:53 +02:00 |
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Vincent Lejeune
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79fba1779e
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Port stkbillboard to singleton shader
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2014-08-07 00:52:44 +02:00 |
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Vincent Lejeune
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ca30bf7d5a
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Add screen fallback in case no ubo are here.
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2014-08-02 01:02:06 +02:00 |
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Vincent Lejeune
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09d0c2eef5
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Forget a shader + remove shader output
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2014-08-02 00:56:36 +02:00 |
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Vincent Lejeune
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58c094917e
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
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Vincent Lejeune
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f9c7c3db5e
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Try a fix for intel and kart selection screen.
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2014-07-30 01:25:27 +02:00 |
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Vincent Lejeune
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a35c33e4f6
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Remove ambient
It's already added in the diffuse env pass
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2014-07-29 23:56:48 +02:00 |
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hiker
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c322c507da
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Fix shader error (vlj, please check).
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2014-07-22 13:28:12 +10:00 |
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vlj
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4e079b0e14
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Fixes shader errors reported by Auria
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2014-07-17 02:17:49 +02:00 |
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vlj
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23bc1f9344
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Remove use of texture2d in rh.frag
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2014-07-17 02:11:04 +02:00 |
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vlj
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40a7ab0780
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Raise one of ssao tolerance value.
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2014-07-17 00:12:54 +02:00 |
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vlj
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9230cab9dd
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Add shadow for instanced grass.
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2014-07-15 00:02:17 +02:00 |
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vlj
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ffe77e4aa4
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Port instanced pass2 shaders to singleton
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2014-07-14 23:41:47 +02:00 |
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Vincent Lejeune
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62bf54b8f3
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Simplify displace handling
Should be faster now
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2014-07-14 18:54:40 +02:00 |
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Vincent Lejeune
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f2acac7230
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Inadverly inverted shadow and shadow_grass.vert
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2014-07-13 21:37:12 +02:00 |
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Vincent Lejeune
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54b1ce39e4
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Add Grass shadows.
For non instancing object.
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2014-07-13 21:33:44 +02:00 |
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Vincent Lejeune
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7b9fc60f9c
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Factorise grass material
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2014-07-13 18:56:17 +02:00 |
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