Commit Graph

865 Commits

Author SHA1 Message Date
vlj
f8544493b6 Improve SSAO perf 2014-05-12 00:14:50 +02:00
vlj
11b7d20ad8 Use the mipmap trick to speed up ssao. 2014-05-12 00:03:42 +02:00
Vincent Lejeune
567974aeed Use dFdX/dFdY to compute normals in SSAO. 2014-05-11 18:09:48 +02:00
Vincent Lejeune
e5410e23a2 Use Alchemy SSAO 2014-05-11 18:00:30 +02:00
Vincent Lejeune
648d076e00 Premultiply alpha for particles too. 2014-05-10 20:58:43 +02:00
Vincent Lejeune
6936f30b36 Premultiply alpha for billboards. 2014-05-10 20:49:30 +02:00
Vincent Lejeune
a73f03a2c4 Make use of gl_amd_vertex_shader_layer when available 2014-05-08 01:16:02 +02:00
vlj
fd7399d983 Use instancing to expand shadows instead of GS 2014-05-07 23:57:07 +02:00
Stephen Just
efb85943d1 Fix for #1297. DoF shader compiles in mesa now. The other problem noted
in the issue was just texture compression + intel.
2014-05-05 07:59:20 -06:00
Vincent Lejeune
d316263660 Tweak light extent again to improve perf 2014-05-05 01:46:57 +02:00
Vincent Lejeune
d6d7c6179c Simplify pointlight.vert 2014-05-04 19:46:21 +02:00
Vincent Lejeune
94ae8fb21e Use a more tighly fitting quad for pointlights. 2014-05-04 19:21:09 +02:00
vlj
35df307c3f Tweak light extend. 2014-05-03 23:44:27 +02:00
vlj
5e62347d11 Fix attempt for #1308 2014-05-03 17:36:27 +02:00
vlj
2a1623d8ca Use a more efficient screen to view conversion
Also use the opportunity to use UBO where possible.
2014-05-02 18:11:34 +02:00
vlj
2f1578ba32 Potential fix for #1305 2014-05-02 13:54:23 +02:00
Vincent Lejeune
18aa119890 Tweak light attenuation.
Doesnt really change the look of the light but reduce their extent.
2014-04-27 18:31:00 +02:00
Vincent Lejeune
9ac57c3919 Tigher fit of light extent 2014-04-27 18:04:39 +02:00
Marianne Gagnon
924e09b3e9 Very slight tweak 2014-04-25 20:02:16 -04:00
vlj
2ca11c3166 Auria provided tonemap coefficients 2014-04-26 02:00:50 +02:00
vlj
3e4254b3a7 Tonemap: Use J. Hable filmic operator
It gives better result on stk enterprise, slightly saturating blacks.
2014-04-25 17:57:10 +02:00
Vincent Lejeune
84ddd7119e Use glPolygonOffset to remove shadow acne
It's a 2002 trick from M. Kilgard
2014-04-24 21:02:24 +02:00
vlj
85e720a58f Shadow: tweak bias to remove acnee 2014-04-24 18:33:05 +02:00
vlj
ef07b25202 Make possible to tweak exposure/lwhite in adm 2014-04-24 17:47:17 +02:00
samuncle
ba3cce6046 Limit the DoF influence 2014-04-24 02:44:34 +02:00
vlj
b939d06be5 Properly add Depth of Field 2014-04-23 22:08:37 +02:00
vlj
fb56a4086f Fix normalmap roughness 2014-04-23 18:09:48 +02:00
Vincent Lejeune
eb0c948e41 Tweak exposure/whiepoint/saturation 2014-04-23 18:09:47 +02:00
Vincent Lejeune
da15aebcda SSAO: Clamp to 0. 2014-04-22 18:22:39 +02:00
Vincent Lejeune
6f16831d00 Revert "Some color are negative, clamp them in loglum"
This reverts commit 43df357cfb.
2014-04-22 18:18:18 +02:00
Vincent Lejeune
17ba0f515c Revert "Use some realist order of magnitude of light"
This reverts commit 2aa6676050.
2014-04-22 02:32:42 +02:00
Vincent Lejeune
b0e56ca2b0 Use some diffent value/equation for tonemap 2014-04-22 02:29:22 +02:00
vlj
2aa6676050 Use some realist order of magnitude of light 2014-04-21 19:40:10 +02:00
vlj
d7e3976ef5 Use a less intrusive delta value 2014-04-21 19:39:39 +02:00
vlj
43df357cfb Some color are negative, clamp them in loglum
I have yet to investigate how the pipeline can produce negative values
somewhere.
2014-04-21 19:29:13 +02:00
vlj
a0e63dea46 Enable tonemap. 2014-04-21 02:33:12 +02:00
vlj
2e1b0ac9f4 Avoid negative value when Yxy->RGB 2014-04-21 02:19:09 +02:00
vlj
8947242de4 Add proper tonemap, although disabled.
It currently generates way too much HDR.
2014-04-21 01:52:44 +02:00
vlj
878a639a84 Another ssao tweak. 2014-04-20 02:56:07 +02:00
vlj
e8b36f2490 Fix for shadow acne in chocolate. 2014-04-20 02:20:09 +02:00
vlj
87248b46f3 Tweak shadows CSM split. 2014-04-20 02:01:29 +02:00
vlj
1291d0cc93 Increase shadow fidelity. 2014-04-20 00:21:30 +02:00
vlj
a457b9f423 Shadows: Clean shaders. 2014-04-20 00:04:49 +02:00
vlj
dd3e15b298 Debug: display cascade in shadow debug mode 2014-04-19 23:57:27 +02:00
Vincent Lejeune
d7eaaf4885 Add a m_ubo_disabled switch in user config file.
This should be used to workaround a bug in intel windows drivers.
2014-04-19 18:38:57 +02:00
vlj
c695875654 PointLight: Use a 1/(1 + d + k d^2) attenuation
This is not physically accurate, but a 1/d^2 attenuation makes light
extend too broad, and went too high if close from the source.
2014-04-19 02:04:39 +02:00
Marianne Gagnon
e4afea5cca Reduce rimlight effect to a more reasonable strenght 2014-04-14 19:56:26 -04:00
Vincent Lejeune
5b47891514 Apply MLAA after color_in. 2014-04-14 03:30:42 +02:00
Vincent Lejeune
ba27eb42ef Bloom: Weight the different sized contribution. 2014-04-14 02:45:15 +02:00
Vincent Lejeune
59df5a90bc Bloom: Tweak the threshold. 2014-04-14 02:15:28 +02:00
Vincent Lejeune
123a192963 Use half res FBO for SSAO
SSAO is a medium frequency effect, using half res fbo is fine and
improve performance and look by doing an additionnal bilinear filtering.
Also tune up some values.
2014-04-14 01:01:36 +02:00
Vincent Lejeune
f98ff2a5fc Fix skid mark color
We convert the vertex color value to srgb, optimally the vertex color
should already be corrected on cpu side but it would break fallback
colors...
2014-04-13 18:00:15 +02:00
Vincent Lejeune
3cd85a829e Compress/convert to srgb per material basis.
This allows to remove manual conversion in normalmap shader.
2014-04-13 17:53:52 +02:00
Vincent Lejeune
59c50ebbdd Use ITexture instead of GLuint in GLMesh 2014-04-12 22:33:27 +02:00
vlj
42482e0c41 Some more conversion 2014-04-10 23:03:57 +02:00
vlj
3a55bbe796 Generalize use of UBO. 2014-04-10 21:16:44 +02:00
Vincent Lejeune
9ba636f661 Gather View Projection and shadows matrix generation. 2014-04-10 21:16:42 +02:00
Vincent Lejeune
55489bc188 Use UBO instead of copying Shadow VP matrixes. 2014-04-08 21:45:04 +02:00
Vincent Lejeune
eb0dfb4530 Bigger light extend wrt energy. 2014-04-07 22:20:43 +02:00
vlj
e00ce85d7c Support FresnelSchlick factor. 2014-04-07 21:35:10 +02:00
vlj
858c8c7605 Fix normalmap too 2014-04-07 21:35:10 +02:00
vlj
79c6424703 Use specularmap as glossiness map. 2014-04-07 21:35:09 +02:00
vlj
cafc07680a Use Blinn Phong model. 2014-04-07 21:35:09 +02:00
Vincent Lejeune
0b318b9c7e Improve quad's fit of pointlight extend 2014-04-07 21:04:03 +02:00
vlj
ca2b5a7237 Fix normal map and srgb 2014-04-07 01:03:14 +02:00
Vincent Lejeune
ca214230e3 MLAA: Load the right shader for step 2
No wonder why it didnt work as expected before...
2014-04-04 19:42:05 +02:00
vlj
6a3556b4ba Shaders'outputs use premultiplied alphas 2014-04-03 14:46:35 +02:00
vlj
8552ddae1c MLAA: Fix gamma in the shaders.
MLAA looks correct now.
2014-04-03 14:15:51 +02:00
Vincent Lejeune
964d9a25f1 Some port fixes for MLAA 2014-04-03 00:27:46 +02:00
Vincent Lejeune
33b44c8c97 Port MLAA to new pipeline. 2014-04-03 00:14:58 +02:00
Vincent Lejeune
26c797e79e Fix kart shadows. 2014-04-02 00:09:49 +02:00
Vincent Lejeune
5573ee4e34 Follow more closely Crysis subsurface scatt. 2014-04-01 23:35:32 +02:00
Vincent Lejeune
f41b737913 Merge grass_pass*.vert 2014-04-01 23:16:30 +02:00
Vincent Lejeune
23e5ec709d Add a fake subsurface scattering for grass. 2014-04-01 23:13:16 +02:00
vlj
0fb6515bca Instancing: Support for alpha ref shadow. 2014-03-31 22:06:37 +02:00
vlj
52018bbdea Instancing: Support shadow. 2014-03-31 21:52:42 +02:00
Vincent Lejeune
7ebeaa45e8 Some cleaning. 2014-03-31 20:04:34 +02:00
Vincent Lejeune
bb311618e3 Instancing: Add support for scale transformation. 2014-03-31 18:10:45 +02:00
Vincent Lejeune
33f31dbf30 Disable auto exposure for now. 2014-03-31 17:25:04 +02:00
vlj
251e7f669e Using formula from an article suggested by samuncle 2014-03-31 17:25:04 +02:00
vlj
af93a04987 Improve bright attenuation although not perfect 2014-03-31 17:25:03 +02:00
vlj
58615c0207 Plug in brightness adaptation 2014-03-31 17:25:03 +02:00
vlj
6e8b45a6d8 Add some code to average log luminance. 2014-03-31 17:25:02 +02:00
vlj
a2ab6fc80c Write a shader to convert CIE to RGB. 2014-03-31 17:25:01 +02:00
Vincent Lejeune
881d0b9954 Factorize luminance computation. 2014-03-31 17:24:53 +02:00
vlj
8fc383206f Improve ao and bloom. 2014-03-30 23:47:19 +02:00
vlj
0dae1cf911 Fix negative value that introduces a bug on nvidia 2014-03-30 21:57:01 +02:00
vlj
91c4e9de94 Fix orientations. 2014-03-29 02:19:08 +01:00
vlj
1bac60c48a Attempt to fix orientations. 2014-03-29 02:04:20 +01:00
vlj
f4eeb68fd4 Merge branch 'Instancing' 2014-03-29 01:22:57 +01:00
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
Vincent Lejeune
1740407e1e Use GS instancing to speed up shadow gen a little. 2014-03-26 22:27:11 +01:00
Vincent Lejeune
f49dfbc51f Fix flip particle shader. 2014-03-26 20:58:13 +01:00
Vincent Lejeune
9f0620c122 Add a #define to switch between dof and non dof 2014-03-26 19:42:25 +01:00
vlj
8b652ababb Merge object_pass*.vert 2014-03-26 19:04:46 +01:00
vlj
ae5c7b8c3d Implement UI single color overload 2014-03-26 19:04:45 +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
Vincent Lejeune
5c8ef365a5 Merge instanced_object_pass vertex shaders. 2014-03-23 19:28:07 +01:00
Vincent Lejeune
5dd2d28134 Merge branch 'master' into Instancing 2014-03-23 19:20:23 +01:00
vlj
73755a3431 clamp overload was ambiguous. 2014-03-23 01:09:14 +01:00
samuncle
f7f3cb1cbe Add depth of field to the color_level shader. As vincent requested. Something cleaner need to be done 2014-03-23 00:59:06 +01:00
vlj
6538d16eb3 Fix a shader compile failure on nvidia. 2014-03-22 22:32:52 +01:00
Vincent Lejeune
29749d5dbd Merge commit 'f3e2da881a4d394c4ca902548e788f5b4c0bdd81'
* commit 'f3e2da881a4d394c4ca902548e788f5b4c0bdd81':
  Do not build shadow shader without gs support.
  Add a function to query supported glsl ver
  Some drivers dont support const array
2014-03-22 18:54:51 +01:00
Vincent Lejeune
ae3cf30070 Add a function to query supported glsl ver 2014-03-22 18:36:20 +01:00
Vincent Lejeune
aa39246404 Some drivers dont support const array 2014-03-22 18:36:19 +01:00
Vincent Lejeune
340eaa9352 Factorize getLightFactor 2014-03-21 18:36:47 +01:00
Vincent Lejeune
01b88fde9d Factorize DecodeNormal from misc shaders. 2014-03-21 18:17:21 +01:00
Vincent Lejeune
77e5f413c7 Factorize EncodeNormal from Pass1 shaders. 2014-03-21 18:10:54 +01:00
vlj
f06ad3c785 Reenable transparent + fog material. 2014-03-20 18:25:44 +01:00
Vincent Lejeune
9a6d15a865 Attempt to fix skidding mark's color 2014-03-19 01:25:54 +01:00
Vincent Lejeune
dd5997d277 Start working on instancing library node 2014-03-18 23:47:53 +01:00
Marianne Gagnon
0425cf2ef4 Implement color variation in particle system 2014-03-15 13:35:51 -04:00
Vincent Lejeune
0c5d5ce96e IBL: Fix sampling ignoring cubemap rotation 2014-03-14 16:51:07 +01:00
Vincent Lejeune
740c251808 Use Instancing for lights. 2014-03-14 16:51:06 +01:00
Vincent Lejeune
e9e60339bf Fix non compiling shader on mesa 2014-03-09 21:06:02 +01:00
Vincent Lejeune
8600d3bc61 IBL: Spheremap now reflects skybox 2014-03-04 23:37:45 +01:00
Vincent Lejeune
391053e368 IBL: Implement IBL 2014-03-04 23:28:24 +01:00
Vincent Lejeune
718c1cacb0 Improved caustics effect. 2014-03-04 22:30:33 +01:00
Vincent Lejeune
c93c921028 STKMesh: Support caustic material. 2014-03-04 18:42:33 +01:00
Vincent Lejeune
e1d879a1f2 STKMesh: Improve displace effect. 2014-03-03 23:59:12 +01:00
samuncle
7393fa0603 Add an attenuation based on depth 2014-03-03 16:38:26 +01:00
samuncle
ee76d9b579 Reduce the brightness of the vignette 2014-03-03 15:19:22 +01:00
samuncle
4b92ee1716 Add a vignette to simulate a real camera 2014-03-03 14:12:56 +01:00
Vincent Lejeune
9f83b1ab76 Remove unneeded varying in sky.frag. 2014-03-02 17:50:42 +01:00
Vincent Lejeune
da4896c3d8 SSAO: tweak fade distance. 2014-03-01 22:50:22 +01:00
Vincent Lejeune
baba5f79d1 Remove some unused shaders. 2014-02-28 17:30:25 +01:00
Vincent Lejeune
af862cb6c5 #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
Vincent Lejeune
108e82afc2 Fix Sara's moving textures. 2014-02-27 01:49:03 +01:00
Vincent Lejeune
9941b18d7f Rework moving textures support. 2014-02-27 01:22:34 +01:00
Vincent Lejeune
7532ea1768 Skybox: Do some cleaning. 2014-02-26 22:28:06 +01:00
Vincent Lejeune
9ffa4681d3 Better when actually include the shaders. 2014-02-26 21:53:29 +01:00
Vincent Lejeune
2d1acf5353 Godray: improve the effect and its stability. 2014-02-23 20:16:03 +01:00
Vincent Lejeune
04fc4c3be7 Reenable Godray (on all track atm) 2014-02-23 20:02:15 +01:00
Vincent Lejeune
778cdcf3ce Godray/Godfade now declared in new pipeline. 2014-02-23 18:59:24 +01:00
Vincent Lejeune
a00abffb01 MotionBlur: Use direct GL calls. 2014-02-23 00:13:22 +01:00
Vincent Lejeune
8ba0fcb8e0 STKMesh: Transparent texture can move now. 2014-02-20 18:31:00 +01:00
Vincent Lejeune
40c4155bd2 STKMesh: Support for (non ref) moving texture 2014-02-20 00:01:02 +01:00
samuncle
073a049389 Correction of a syntax error 2014-02-17 22:36:00 +01:00
Vincent Lejeune
e5a174d85b Add compatibility keyword on and remove some unused shaders 2014-02-17 15:34:57 +01:00
Vincent Lejeune
d5d57bbae0 Shadows: Softer edge and smoother cascade transitions 2014-02-15 20:45:47 +01:00
Vincent Lejeune
57079cbff5 Shaders: Declare penumbraH/V and shadowgen 2014-02-12 23:32:18 +01:00
Vincent Lejeune
0243546e4d Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
Vincent Lejeune
70f89a8bce Shadow: Use 4 cascades.
Now that we use GS and textures array it's easier to add a cascade.
4 is still not optimal but I'd like to avoid cascade count inflation as
much as possible ; 4 x 1024x1024 has the bandwidth requirement of the
single 2048x2048 shadowmaps we previously had.
2014-02-11 21:49:46 +01:00
Vincent Lejeune
934d1f10b8 Shadow: Use Geometry Shader for better perfs.
The 3 cascades are now rendered in a single pass, using 2D array texture and
a GS to do the dispatch ("layered rendering").
It's possible to use instancing instead but it requires the AMD_vertex_shader_layer
extension which is oddly part of opengl 4.2.
2014-02-11 21:07:44 +01:00
Vincent Lejeune
c8844486fa Shadow: Tweak bias 2014-02-10 15:58:09 +01:00
Vincent Lejeune
515bcbc750 Shadow: very crude csm support 2014-02-10 15:42:17 +01:00
Vincent Lejeune
19d490a26d Lights: Remove unused export value. 2014-02-09 21:18:15 +01:00
Vincent Lejeune
5d5ac34648 Shadow: soften edge a little 2014-02-09 20:03:54 +01:00
Vincent Lejeune
63db565fd7 Shadow: Better bias. 2014-02-09 19:42:22 +01:00
Vincent Lejeune
f0ef8e9913 Shadow: reenable shadows
It's just plain basic shadowmaps, a lot of tweak is still necessary but
it gives a way to see how light values are affected in some places.
(cave in chocolate for instance)
2014-02-09 19:20:55 +01:00
Vincent Lejeune
ab05cb45b8 Shaders: Remove some unused shaders. 2014-02-08 18:19:16 +01:00
Vincent Lejeune
653a695eda Fix fog looking weird on transparent.
But mixing alpha with 0 instead of 1.
2014-02-05 15:07:57 +01:00
Vincent Lejeune
5964809f3c Forget to add transparentfog.frag shader. 2014-02-03 20:14:12 +01:00
Vincent Lejeune
6e93178d68 Fog: Do not use camposition in the shader. 2014-02-03 20:04:00 +01:00
Vincent Lejeune
cd43ee3c9d Lightprepass: Remove now useless lightblend shader. 2014-02-02 20:18:05 +01:00
Vincent Lejeune
2bb1254fa4 Fix bloom shader 2014-02-02 02:13:04 +01:00
Vincent Lejeune
fd968a0acf OGL32CTX: Factorize UI shaders
This should fix UI disappearing after resolution change.
2014-01-28 21:26:16 +01:00
Vincent Lejeune
f50e6f817d Use another normal encoding method from a crytek slide. 2014-01-27 23:29:46 +01:00
Vincent Lejeune
1c98cf0b61 Normalize normals when they are used to get more precision 2014-01-27 22:31:01 +01:00
Vincent Lejeune
5771dd98c7 Fix typo 2014-01-27 22:31:01 +01:00
Vincent Lejeune
d642bc1489 Lightprepass: Only store normals in rtt
Use a more economical rtt format.
2014-01-27 21:47:25 +01:00
Vincent Lejeune
22ccf3bab3 GPUParticle: Use depthbuffer 2014-01-27 20:33:21 +01:00
Vincent Lejeune
dbcf60003b SunLight: Use DepthBuffer 2014-01-27 20:25:45 +01:00
Vincent Lejeune
ecac127dd6 Fog: Use depthbuffer. 2014-01-27 20:25:19 +01:00
Vincent Lejeune
0b531b20f7 SSAO: Use depth buffer. 2014-01-27 20:24:57 +01:00
Vincent Lejeune
5e68334ce9 PointLight: Use depthbuffer 2014-01-27 20:22:01 +01:00
Vincent Lejeune
c77ffb1882 STKBillboard: Create new SceneNode wrapper. 2014-01-27 17:33:08 +01:00
Vincent Lejeune
ac8a729bcd SSAO: Actually simplifying code was a mistake. 2014-01-27 00:56:58 +01:00
Vincent Lejeune
684d265924 SSAO: Disable alpha test and simplify code 2014-01-27 00:53:52 +01:00
Vincent Lejeune
993d1e26dc Revert "SSAO: Remove the strenght parameter"
This reverts commit b92f0b6ecc.
2014-01-27 00:52:20 +01:00
Vincent Lejeune
63882318a7 SSAO: Fix typo and use 16 samples 2014-01-27 00:47:35 +01:00
Vincent Lejeune
b92f0b6ecc SSAO: Remove the strenght parameter 2014-01-27 00:41:41 +01:00
Vincent Lejeune
31991ecd7e SSAO: Improve randomness using NEAREST filtering 2014-01-27 00:09:36 +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
Vincent Lejeune
2e994502e3 Properly handle unlit object. 2014-01-26 01:09:25 +01:00
Vincent Lejeune
8bd6d7945c STKAnimatedMesh: Support for rimlit karts 2014-01-24 20:29:54 +01:00
Vincent Lejeune
b94f8f0c18 Light: Factorize some code. 2014-01-22 22:22:54 +01:00
Vincent Lejeune
68976a7a8e STKMesh: Found the correct swizzle for untextured geometry 2014-01-22 19:07:59 +01:00
Vincent Lejeune
d13032ca9b STKMesh: Support for untextured object
The color are not the correct one though...
2014-01-22 18:47:22 +01:00
Vincent Lejeune
4cbbf91e4e Light: Sunlight uses the new shaders. 2014-01-21 23:45:53 +01:00
samuncle
5efa395acb SSAO is stronger now 2014-01-21 20:06:06 +01:00
Vincent Lejeune
7faed75a84 STKMesh: Add support for Displacing 2014-01-21 18:42:18 +01:00
Vincent Lejeune
a67f5bf511 STKMesh: Use forward rendering for transparent
Transparent objects may be double sided (like bubble),
it doesn't make sense to use a deferred renderer.
2014-01-20 21:42:38 +01:00
Vincent Lejeune
f3a9b24880 STKMesh: Start support for transparent object.
Highly experimental, only applies on the blob shadow under karts.
2014-01-20 20:43:39 +01:00
Vincent Lejeune
ceb1fdc88a SSAO: Use a single texture fetch for random. 2014-01-20 20:43:03 +01:00
Vincent Lejeune
32836cf93d Use 8 samples instead of 16 2014-01-19 20:57:58 +01:00
Vincent Lejeune
24443829db STKMesh: Support grass shader 2014-01-19 20:56:10 +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
Vincent Lejeune
d6d8301f17 SSAO: Use a noise texture rather than a function 2014-01-19 18:20:57 +01:00
Vincent Lejeune
4d66503dae STKMesh: Use objectref now 2014-01-19 02:15:17 +01:00
Vincent Lejeune
2609e5c709 LightPrepass: start porting object_ref 2014-01-19 01:32:08 +01:00
Vincent Lejeune
00cf026051 Tweak glow so that black halo is less visible. 2014-01-18 20:11:18 +01:00
Vincent Lejeune
dec2cb29ec STKMesh: Support splatting 2014-01-18 19:03:10 +01:00
Vincent Lejeune
fbe9b26127 STKMesh: Support spheremap material 2014-01-18 18:10:22 +01:00
Vincent Lejeune
002bb9c276 Remove unused spheremap.vert/frag 2014-01-18 17:26:01 +01:00
Vincent Lejeune
42e6da443a Simplify Spheremap shader. 2014-01-18 03:25:54 +01:00
Vincent Lejeune
787866909d SSAO: Do not use trilinear filtering
Normals RTT is not mipmapped and thus bad things happened above a
certain value in the depth buffer because of trilinear filtering.
2014-01-17 23:59:08 +01:00
Vincent Lejeune
693e2c7e33 STKMesh: Support NormalMapped meshes. 2014-01-17 23:50:06 +01:00
Vincent Lejeune
7da65c15f0 Enable tangents on every lod instance and fix normalmap
This will increase the memory footprint of lod object,
however this is the only way I found to make meshbuffer using
GE_NORMAL_MAP to provide the necessary info to this shader.

Now the pedestal in overlord looks perfectly normal mapped.
2014-01-17 21:55:25 +01:00
Vincent Lejeune
77c9289645 LightPrepass: Reenable glow pass. 2014-01-17 18:52:44 +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
vincentlj
f338fbacb1 SSAO: Use a proper rand() function to generate fragment local coordinate system.
This new level of randomness get rid of most banding effect, SSAO now looks quite good.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15072 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-14 14:22:01 +00:00
vincentlj
23d0b42b5f Light: Simplify slightly shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15069 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-14 01:24:28 +00:00
vincentlj
a5c84822cc Fix colortexturedquad shader/vertexpointer.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15068 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-14 01:05:03 +00:00
vincentlj
d5c06c8583 Fix colored rectangle color.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15067 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-14 00:11:59 +00:00
vincentlj
35f37a62c2 Font looks better now.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15061 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 22:28:10 +00:00
vincentlj
43a206ff2c Characters are now black again.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15060 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 22:16:04 +00:00
vincentlj
c88d89a4f0 SSAO: Some tweaks.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15059 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 18:59:59 +00:00
vincentlj
c02d99ed9f GPUParticles: Do not grow when size is 0
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15047 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 16:05:26 +00:00
vincentlj
6a8396ea33 Forget a passthrough call and fix texturedquad shader.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15045 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 15:22:58 +00:00
vincentlj
3504f04a4e Remove unneeded flip shader.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15044 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 14:54:07 +00:00
vincentlj
7d1df19342 Use a passthrough shader for some fullscreen effect.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15043 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 14:50:16 +00:00
vincentlj
164f1dda11 Use direct gl calls for color_levels.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15031 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 00:04:53 +00:00
vincentlj
47d7f4fdd4 Use direct gl calls for ppdisplace.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15028 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 23:43:00 +00:00
vincentlj
f8e17ecffa Use direct gl calls for BloomBlend too.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15026 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 23:19:28 +00:00
vincentlj
9968ff1ccf Use custom opengl call for bloom fullscreen shader.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15022 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 21:07:14 +00:00
vincentlj
c5edf82a6c GPUParticles: This should fix boxemitters.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15017 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 19:49:23 +00:00
vincentlj
e4dd3c9ed6 GPUParticle: Fix sudden amount of particle for boxemitter
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15015 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 18:40:04 +00:00
vincentlj
55d085bf6d STKMesh: Now use separate shader for ref/noref object
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15012 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 17:40:39 +00:00
vincentlj
8e7e84c984 STKMesh: Use VAO for faster rendering
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15011 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 17:03:02 +00:00
vincentlj
fda86ed45c STKMesh: Rendering in minel is working (except transparent part)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15008 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 15:27:24 +00:00
vincentlj
ebaec55f4d STKMesh: Rendering works...sortof
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15002 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 00:26:18 +00:00
vincentlj
15dc149799 STKMesh: Rendering implemented although it's a big red shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15000 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-11 22:57:48 +00:00
vincentlj
80faf282dc GPUParticles: Fix glsl versions.
Only heightmap sim require version 140.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14995 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-10 17:42:43 +00:00
vincentlj
ba61e2cbe4 GPUParticles: Finish refactorisation.
Heightmap are enabled again for snow.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14994 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-10 17:40:25 +00:00
vincentlj
af81015fcd GPUParticles: Use different shaders to avoid unneeded uniforms.
Heightmap affector is temporarly disabled.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14993 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-10 17:26:57 +00:00
vincentlj
45067e59cf OGL32CTX: Revert to use gl_TextureMatrix[]
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14992 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-10 01:29:32 +00:00
vincentlj
90f701c42d OGL32CTX: Attempt to replace implicitly defined uniforms for objectpass
This breaks animated textures in xr591...

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14990 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-10 00:31:22 +00:00
vincentlj
857f675f35 OGL32CTX: Replace another series of implicit declared uniforms
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14989 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-10 00:30:56 +00:00
vincentlj
9a99c3dae6 OGL32CTX: Replace implicitly defined uniforms in displace
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14985 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:32:51 +00:00
vincentlj
75b492b871 OGL32CTX: Replace implicitly declared uniforms in bubble
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14984 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:32:38 +00:00
vincentlj
751d09d35f GPUParticles: Remove snow shader as we use another now.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14983 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:09:50 +00:00
vincentlj
986f3a6098 OGL32CTX: Remove implicitly defined uniforms in normalmap
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14982 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:08:23 +00:00
vincentlj
e6d774a3ac OGL32CTX: Remove implicitly defined uniforms in splatting
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14981 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:08:15 +00:00
vincentlj
9ba803140a OGL32CTX: Remove implicitly defined uniforms in grass
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14980 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:08:03 +00:00
vincentlj
9d7ab41c11 OGL32CTX: Replace ftransform by gl_ModelViewProjectionMatrix * gl_Vertex.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14979 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 16:09:27 +00:00
vincentlj
99fde5faa4 GPUParticles: Kill snow flake when it hit the ground according to the heightmap.
(Actually we move it outside of the player view)

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14977 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 01:49:06 +00:00
vincentlj
42c16b32cb OGL32CTX: Replace deprecated "varying" by in/out semantic and make them explicit.
gl_Texcoord[]/gl_Color should be explocitly passed as in/out.
Compilers can pack varyings if the architecture does benefit from it (for instance intel mesa driver) but on the other hand they usually don't change size of varying even if there is only a single component used.
So storing vec2 into vec4 may waste performances.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14974 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 00:17:28 +00:00
vincentlj
2ba340b6cb OGL32CTX: Add vertex shader where default one was assumed.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14973 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-08 23:11:10 +00:00
vincentlj
53e32a9848 GPUParticles: bump shaders version to 140 to enable texture buffer support.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14971 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-08 19:09:04 +00:00
vincentlj
28d02f9622 GPUParticles: Implement particle flip.
Snow quads suffers from folding, I have to investigate and/or ask hiker.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14969 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-08 18:34:57 +00:00
samuncle
ff7a3d01c4 Minor update on the skybox shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14966 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-08 08:48:46 +00:00
vincentlj
5b8ca4fcd7 GPUParticles: Implement HeightMapAffector equivalent.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14961 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-07 21:06:06 +00:00
vincentlj
51023ceb81 GPUParticles: Fix adjusted_initial_velocity computation.
Thank to Auria and hiker for their help.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14947 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-07 00:04:43 +00:00
vincentlj
88bb3a8da8 GPUParticles: Add support for increase factor
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14945 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-06 22:58:04 +00:00
vincentlj
7a95d46448 GPUParticles: Use smoothstep for fade out and remove direction modulation by size.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14944 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-06 22:35:54 +00:00
vincentlj
841aa05cc0 GPUParticles: Use gl_vertexID to improve particle emission rate handling.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14941 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-06 18:05:21 +00:00
vincentlj
7778a71c0a OGL32CTX: Use correct type in coloredquad.frag
Spotted by arb debug output too.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14927 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-05 18:54:40 +00:00
vincentlj
aad565a9bf GPUParticles: Use size value so that it doesn't get optimized away
Spotted by arb debug output.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14926 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-05 18:44:52 +00:00
vincentlj
d28a869444 Fix skybox frag shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14920 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-05 00:08:11 +00:00
vincentlj
fa068d7810 OGL32CTX: Ask #version 130 for all our shaders
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14919 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-05 00:08:00 +00:00
vincentlj
57d5d658a0 OGL32CTX: Fixes sourcerect in draw2DImage replacement
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14918 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-04 23:28:59 +00:00
vincentlj
7bb1e671b2 OGL32CTX: Port draw2DRectangle too
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14916 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-04 22:10:56 +00:00
samuncle
bd69c8c0d7 Add the skybox shader for harvest. For the moment it's still an object in the transparent pass. The object should be in the skybox pass
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14909 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-04 20:43:18 +00:00
vincentlj
b28044e603 OGL32CTX: Implement a draw2DImage function using shaders.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14903 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-04 17:12:30 +00:00
vincentlj
96841f5731 GPUParticles: Avoid particle respawning at too old location.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14889 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-02 17:20:26 +00:00
vincentlj
be93478687 GPUParticles: Fix orientation of reemitted particles.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14875 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-01 19:13:57 +00:00
vincentlj
a38522da70 GPUParticle: Implement size parameter.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14862 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-01 01:11:44 +00:00
vincentlj
1d3a33bf8e GPUParticles: Use quad instead of POINT_SPRITE
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14861 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-31 20:39:00 +00:00
vincentlj
9fbd2b19b1 GPUParticle: Implements generic fade out and rework particles lifetime.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14852 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-31 17:25:10 +00:00
vincentlj
8670aa86dc GPUParticle: Fix some parameters not used correctly.
Some previous value (like dt) came from debug attempt.
This fixes the particles behind the wheels of the wagon in minel.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14848 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-31 00:58:42 +00:00
vincentlj
d4b9ccf499 GPUParticles: Particles don't follow their source.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14838 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-30 13:57:55 +00:00
vincentlj
871e2b998b GPUParticles: Implement softness and use maxangle spread
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14832 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-29 20:36:21 +00:00
vincentlj
636f6412ab GPUParticles: Use some parameters, and texture, to display particles.
Still not enabled.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14831 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-29 19:24:19 +00:00
vincentlj
a2d1a86bac Lights: Make possible for gpu drivers to unroll loop.
GPU doesn't like indirect addressing and thus it's better to have unrolled loop. This is only possible for loop with a static iteration count.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14830 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-29 18:37:45 +00:00
vincentlj
4c725ac8f4 GPUParticles: Got PointEmitter to draw something at last.
Still WIP, uses a #ifdef to disable it but I wanted to keep a working commit
somewhere in case I mess up somewhere.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14829 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-29 18:23:36 +00:00
vincentlj
6d0e6a67b2 PointLight:Fix shader arithmetic type mismatch reported by mesa
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14813 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-27 17:03:02 +00:00
vincentlj
9826af0747 Rain: Avoid making a draw call that won't be used and make some cleanup
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14811 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-27 16:37:24 +00:00
vincentlj
053170fc27 Rain: Use transform feedback to decouple simulation from rendering
It's the base for a future gpu based particle system

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14806 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-27 02:50:25 +00:00
samuncle
cb21815054 Improved the specularity by adding a little offset to the energy
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14805 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-27 02:41:58 +00:00
samuncle
32a61d770e Allow kart to use specular map
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14803 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-27 02:06:08 +00:00
vincentlj
30a030bd4c Light: Pseudo sort lights distance using bucket to evict them fast.
Lower max light level to 16 as it proves sufficient.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14801 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-27 00:34:41 +00:00
vincentlj
4d0b9236b2 Lights: improve bandwidth usage
It should improve performance a lot, but it handles at most 32 simultaneous lights on screen.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14800 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-26 22:55:15 +00:00
vincentlj
4f36e43b14 Fix unexported FragData
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14797 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-26 18:28:35 +00:00
vincentlj
5512a72d62 Lights: Remove hard edge and attenuate specular
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14796 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-26 18:00:54 +00:00
samuncle
067564c7cf A little change to make the SSAO better (IMHO) other opinions are welcome)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14795 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-26 02:55:10 +00:00
samuncle
122567f0d3 Increase the max distance of the displacement effect
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14793 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-26 01:01:12 +00:00
vincentlj
c2b18a0a1c Light: Export the correct value for specmap in grass/splatting shaders
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14789 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-25 20:48:27 +00:00
vincentlj
3a6e75b656 Light: Fix skybox bug with specmap and update grass/splatting shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14788 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-25 20:40:14 +00:00
vincentlj
ec3fd4fa13 Light: Support for specularmap
The specular map is embedded in the alpha component of texture.
Alpha value of 1. means no specular, alpha of 0. means 100% specular.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14786 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-25 20:19:18 +00:00
vincentlj
c9b8734717 Plug-in energy parameter into pointlight shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14779 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-24 23:07:42 +00:00
vincentlj
65b32757f3 Separate Diffuse and Specular components
This allows to bypass alpha test, and have colored specular lights.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14777 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-24 20:51:53 +00:00
vincentlj
5f23483bd9 Fix some shaders not building with mesa
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14775 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-24 02:47:33 +00:00
vincentlj
7f51c9737b Test commit, to be reverted
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14770 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-24 01:59:35 +00:00
vincentlj
88ac0ba6cf Attempt to mimic blender light behavior.
The attenuation assumes a power distributed on the whole sphere surface.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14769 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-24 01:44:40 +00:00
vincentlj
bd52770ceb SSAO: Avoid sampling outside of RTT_NORMAL_AND_DEPTH textures.
It should remove artifact at the edge of the screen.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14767 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-24 00:37:58 +00:00
vincentlj
49131c68af Rain: Fade instead of intersecting geometry
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14765 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-24 00:33:57 +00:00
vincentlj
f17f8b62cb SSAO: Use the correct distance for range checking
It should remove halo around kart heads.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14763 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-23 23:25:14 +00:00
vincentlj
3fc63a9f27 SSAO:Ensure sampled point are inside the unit sphere.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14760 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-23 20:25:58 +00:00
vincentlj
a3cc62a985 SSAO: Use a costheta factor to ease transition
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14759 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-23 20:02:11 +00:00
vincentlj
a9db4c7c3f Generate random value for SSAO sampling
It should improve SSAO at least with grass.
However this make the algorithm even more sensitive to bad normals.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14758 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-23 18:14:02 +00:00
vincentlj
34d83859cd Add support for specular light
Note that specular light is applied unconditionnaly, thus every object will shine.
TODO : Specular map should be defined using texture or a material flag.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14756 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-23 17:00:34 +00:00
vincentlj
5db6705889 Move SSAO code into renderLight in order to use a lighter rtt (8 bits instead of 32)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14755 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-23 17:00:27 +00:00
vincentlj
45db87de8a Merge normals and depth RTT into a single one
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14754 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-23 16:59:55 +00:00
vincentlj
07abdebbfa Add range check for ssao + fix for nvidia
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14748 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-22 03:03:07 +00:00
auria
c6fd5cde1c Apply patch by vlj to improve rendering, thanks a lot!
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14739 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-20 00:11:57 +00:00
samuncle
73f9779324 Animated texture corrected. Thanks to vlj :)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14738 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-19 23:58:26 +00:00
auria
118705f19a Apply patch by Vlj to put normals in eyespace coordinates and reenable normal mapping, thanks!
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14737 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-19 00:13:17 +00:00
funto66
2c1853e54d Remove some more useless autotools files
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14726 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-16 23:21:37 +00:00
samuncle
08f211129b Now the sunlight doesn't kill point light. Thanks to Vlj for the correction
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14722 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-16 18:33:00 +00:00
auria
e9e3a8afff remove seemingly useless if in shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14711 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-11 23:46:40 +00:00
auria
1fb46ca162 Reduce intensity of glowing objects like giftboxes
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14702 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-11 01:16:40 +00:00
samuncle
14432a8689 Now the grass shader can be used with the new pipeline.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14695 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-10 01:58:22 +00:00
nixt
5113dc3337 SVN messed up data/shaders in my branch. 76 files in local copy, 21 on SF. Re-adding folder to branch.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14686 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-09 13:11:09 +00:00
auria
31c29c7a92 Fix visible line in front of kart in SSAO
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14675 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-09 00:39:07 +00:00
auria
db0a3d37a2 Undo samuncle's commit that added specular lights, but in a way that would only work on nvidia gpus
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14666 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-08 20:19:46 +00:00
samuncle
7f214d4458 Restore flip shader and put the color correction in a dedicated shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14632 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-04 14:24:02 +00:00
samuncle
0a1431aed5 Corrected a bug on intel driver
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14604 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-01 23:46:12 +00:00
samuncle
9fdfb27a67 Add color correction
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14603 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-01 22:48:12 +00:00
samuncle
77db3a2a6e A basic test (TODO, if this is accepted I should make a new shader for only this effect
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14601 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-01 21:52:07 +00:00
samuncle
063ea38cc6 A new bias (it works better with harvest
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14594 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-01 17:47:30 +00:00
auria
8cf0030a27 Apply patch to fix OSX compilation
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14591 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-01 16:51:08 +00:00
auria
5899a26aad Merge cand's graphical improvements branch!! There are many known issues folks, so don't cry victory just now, this is just the beginning. Especially, shadows do not work correctly at this time
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14590 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-11-30 21:33:06 +00:00
samuncle
bc0724935e Add copyright header to each shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14395 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-11-06 23:17:18 +00:00
curaga
c96bd8d64e Make gum_shield.frag compile
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@13550 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-08-22 15:44:56 +00:00
samuncle
d58e16c338 A basic shader for the bubble gum shield effect
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@13445 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-08-08 03:59:15 +00:00
curaga
57e692c61c lightbeam: Remove unused uniform, add some spacing
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@13381 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-07-29 14:41:13 +00:00
curaga
b4cd5e4ec9 Fix the lightbeam shader's inconsistent style
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@13380 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-07-29 14:40:42 +00:00
samuncle
bb64fec5d0 A new shader to make beautifull lightbeams
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@13073 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-07-04 02:32:11 +00:00
curaga
2d50b47f56 Shader space cleanup
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12881 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-06-18 14:35:29 +00:00
curaga
a45bf5092f Make skinning.vert valid 1.10 code so the checker can run to completion
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12880 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-06-18 14:34:59 +00:00
curaga
75e1c8bc69 Add an offline syntax checker for shaders
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12815 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-05-30 19:21:12 +00:00
auria
b7680d7177 Fix small fog bug
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12769 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-05-16 00:49:51 +00:00
auria
0735e70f47 Remove Y changes from grass shader, that was intended
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12740 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-05-12 01:14:08 +00:00
auria
3b20637b48 Make grass speed and amplitude configurable
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12735 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-05-12 00:14:53 +00:00
auria
3eb6c034d0 Add grass shader for samuncle
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12730 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-05-11 23:09:03 +00:00
auria
734b9707bc Fix motion blur on some picky GPUs
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12571 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-03-21 00:02:07 +00:00
auria
98d8ef74ac Simplify shader, removing the need to make a fallback mesh
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12565 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-03-18 00:21:28 +00:00
hikerstk
5445cec7ba Enabled motion blur shader in split screen multiplayer.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12552 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-03-14 21:04:48 +00:00
auria
4b9d02cc25 Allow combining lightmaps and normal maps
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11428 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-07-22 21:30:47 +00:00
auria
157081edf2 Add fog support to water shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11184 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-05-04 01:33:13 +00:00
auria
5ae58258df Add specular highlights to the trophy shader. Something is not 100% right since the highlights move around, nonetheless the effect is reaosnably good
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10860 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-02-16 02:44:02 +00:00
auria
c6a2cecc05 Add my own sphere mapping shader, since irrlicht's one is buggy when the model moves around. Bonus, mine uses pixel shading instead of vertex shading, which makes the shadows much smoother
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10859 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-02-16 02:25:52 +00:00
auria
71118f24cf Add water shader for the overworld. Feedback ewlcome
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10743 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-29 16:39:30 +00:00
auria
1d12c3c9aa Improve water shaders a bit
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10741 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-29 03:11:48 +00:00
auria
f33cbb8dc0 Add WIP water shader. Not yet used because not satisfying
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10740 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-29 02:55:52 +00:00
auria
b57ea6a182 Slightly improve normal map shader. It's less physically realistic than before but IMO looks better
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10739 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-29 01:10:57 +00:00
auria
d6221dae92 Use new normal map shader for overworld columns. Remove 2-UV-layer normal map feature, irrlicht just doesn't support it
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10675 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-15 21:52:07 +00:00
auria
93a7099cf9 Minor tweaks to normal maps
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10672 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-15 20:33:18 +00:00
auria
df0232456d Add new fixed normal map shader, thanks to Fabien Sanglard\! (Only for single-UV-mapping atm, i.e. applies to minigolf balls but not overworld columns)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10669 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-15 16:37:15 +00:00
auria
c29c91da21 Make bubble force fields fade in softly insetad of just popping up
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10638 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-10 23:40:14 +00:00
auria
f23f537620 Update overworld with 'force fields' to guard the entrance to challenges as discussed. I <3 my new shader\!
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10491 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-12-26 16:46:29 +00:00
auria
733bc63dff Add support for using a second UV layer for normal maps
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10486 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-12-22 23:05:13 +00:00
auria
fd49ecb3d6 Add support for vertex colors in splattig shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10455 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-12-20 16:58:12 +00:00
auria
5c52a4e855 Attempt fix in splatting shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10454 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-12-20 01:47:40 +00:00
auria
683b0e1903 Improve Lambert shading in splatting : actually use the sun direction
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10438 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-12-18 02:39:05 +00:00
auria
1ce4443ed8 Add lambert lighting to the splatting shader to make it look less flat
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10435 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-12-18 00:48:35 +00:00
auria
3e440fd88d Improve how normal maps work on movimng objects
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10312 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-12-03 20:09:08 +00:00
auria
8799b3ca3b Improve splatting
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10283 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-11-30 19:34:37 +00:00
auria
47d0e01f12 Add initial splatting support
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10282 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-11-30 16:56:04 +00:00
auria
35aa87674d Add code to make normal maps work. Joerg: don't worry about this change being done near a release, we have no track atm using this feature, so this code will remain sleeping until, probably, 0.8
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10070 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-11-01 01:52:10 +00:00
hikerstk
d4317a0839 Updated autotools building, including distributing of the directories
tools; data/shaders; data/tutorials; and other missing files.


git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9772 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-09-06 06:09:27 +00:00
funto66
242549efae Second attempt to fix the motion blur shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9352 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-07-25 21:20:17 +00:00
funto66
ac836ee960 Attempt to fix compilation of the motion blur shader for Intel cards...
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9351 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-07-25 21:14:10 +00:00
funto66
1a0c45be42 Integrated the motion blur in game and adjusted the parameters
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9349 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-07-25 20:35:44 +00:00
funto66
1079391fd1 Started implementing post-processing
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9311 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-07-20 23:50:25 +00:00
funto66
d26b406780 Starting the merge with the swatter branch. Now it should be automatic with karts, but doesn't work with items (yet).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9275 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-07-15 23:38:40 +00:00