Commit Graph

20 Commits

Author SHA1 Message Date
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
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
88954a5d88 Prepare shader for specmap value 2014-10-05 02:12:04 +02:00
vlj
5878cb35ec Implement runtime detection of srgb bindless fix 2014-08-28 22:02:12 +02:00
Vincent Lejeune
6ac3d69471 Play with bindless textures 2014-08-22 23:48:28 +02:00
Vincent Lejeune
d961a9a8bc Fix vertex color for object_pass2 2014-07-08 01:35:04 +02:00
vlj
d5c91dcfe4 Remove Untextured material. 2014-07-02 22:37:51 +02:00
vlj
79c6424703 Use specularmap as glossiness map. 2014-04-07 21:35:09 +02:00
Vincent Lejeune
340eaa9352 Factorize getLightFactor 2014-03-21 18:36:47 +01:00
Vincent Lejeune
af862cb6c5 #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
Vincent Lejeune
0243546e4d Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
Marianne Gagnon
30011be115 My tweaks to SSAO, to improve randomness and final blending 2014-01-25 22:03:47 -05:00
Vincent Lejeune
8b5df4143f Fix attempt for black objects. 2014-01-26 01:56:08 +01:00
Vincent Lejeune
88561aa838 STKMesh: Implement (single) texture detail support for objectpass shaded objects. 2014-01-26 01:33:13 +01:00
samuncle
5efa395acb SSAO is stronger now 2014-01-21 20:06:06 +01:00
Vincent Lejeune
859be83074 Explicitly define fragment exported values. 2014-01-19 19:31:00 +01:00
Vincent Lejeune
fb6649eaad texture2D is deprecated, use texture instead 2014-01-19 18:53:35 +01:00
vlj
6ac970d9a3 STKMesh: Use SSAO 2014-01-16 23:14:59 +01:00
Vincent Lejeune
c7fe307a52 LightPrepass: Split the rendering in 2 phases. 2014-01-16 17:51:33 +01:00