samuncle
3cbac8e6ea
Reset the shader to fix the minimap
2019-06-24 23:33:03 +02:00
samuncle
5633d217a6
Reset the shader to fix the minimap
2019-06-24 23:33:03 +02:00
samuncle
bc49620b23
A few minor changes
2019-06-24 23:33:03 +02:00
samuncle
be577df2ec
Update with more probable values
2019-06-24 23:33:03 +02:00
samuncle
476b73375a
Experimental raytracer with multisampling (todo: implement this properly)
2019-06-24 23:33:03 +02:00
samuncle
11562a541c
Experimental blur test
2019-06-24 23:33:03 +02:00
samuncle
a5e40f9a8a
Add color buffer to compute proper space screen reflexion
2019-06-24 23:33:03 +02:00
samuncle
13d121e45d
remove dead code
2019-06-24 23:33:03 +02:00
samuncle
cb8f9ecf43
Minor changes
2019-06-24 23:33:03 +02:00
samuncle
025001993d
Add space screen reflexion shader
2019-06-24 23:33:03 +02:00
Benau
53f4863e43
Revert "Fix bug with PBR roughness (was working in metal but not plastic materials"
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This reverts commit ddd80c1715
.
2019-04-04 01:15:05 +08:00
samuncle
ddd80c1715
Fix bug with PBR roughness (was working in metal but not plastic materials
2019-03-14 19:57:28 +01:00
Deve
14389925fe
Minor optimization in pointlight scatter.
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Compute some values before loop.
2018-12-23 23:31:22 +01:00
Benau
b3e41db14b
Add EMT_STK_GRASS for GLES2 to draw grass material without vertex color
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Now EMT_TRANSPARENT_ALPHA_CHANNEL_REF in GLES2 can be used with vertex
color
2018-11-30 23:33:30 +08:00
Benau
c10b40fb7d
Use a special detail map shader for normal map (later)
2018-09-14 22:51:44 +08:00
Benau
ba37513f7a
Fix detail map on normal map with skinned mesh shader
2018-09-09 00:52:00 +08:00
samuncle
b8ce2da3f3
Add more utilities to default shader function + make the road shader more optimized
2018-08-13 18:46:00 +02:00
Deve
9ad3ba1fe2
Allow to use skinning without tbo
2018-06-22 23:48:00 +02:00
Benau
3772045f99
Fix GLES
2018-04-20 17:01:59 +08:00
Benau
f8323b9ad1
Remove unneeded skinned mesh shader for road blending shader
2018-04-19 11:49:38 +08:00
samuncle
50e433afca
Add shader specialized for roads, still some stuff to be tuned
2018-04-15 09:37:55 +02:00
Benau
ef2f12f568
Remove unneeded skinned mesh version for tilling and vertical mapping shader
2018-04-12 16:35:25 +08:00
Benau
3742adf5ee
Use 2 digits for shader order
2018-04-12 16:31:01 +08:00
Benau
295c793f91
Use 4 32bit floats for quaternion for sam's wall
2018-04-12 16:27:48 +08:00
samuncle
434f74b4ac
Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something)
2018-04-07 22:16:43 +02:00
samuncle
daf4721fa9
Add a mitigation for tilling textures. Very usefull for terrains, etc
2018-04-07 04:11:11 +02:00
samuncle
32016f0118
Add tilling mitigation shader
2018-04-06 16:25:39 +02:00
samuncle
7db4ef8056
Add a shader to use the day/night cycle for lamps, etc
2018-02-27 23:38:28 +01:00
Benau
0e5b7b532c
Further boost stk by writing 1 less framebuffer attachment
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Now we can get determine the background color by depth, so
the alpha tricks in diffuse color fbo is not necessary
And using rgba8 to pack normal doesn't seem to cause visual glitches.
2018-02-07 12:49:45 +08:00
samuncle
704fe3e32a
Fix a bug in the emissive contribution. Now there is a bigger range of value for bloom
2018-02-06 23:15:21 +01:00
Benau
ac8294abdb
Clean up debug visualization
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Allow toggle (triangle) normal / (bi)tangent / wireframe separately
2018-02-03 13:14:15 +08:00
Benau
a2052b77b9
Remove unneeded flat out
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We can share the same uniform name, esp flat out is not working
for my adreno 306 in android 5.0
2018-02-03 00:21:59 +08:00
Benau
e3483fccbe
Unroll the skinned mesh shader for loop
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This give some fps improvement for adreno 306 in android 5.0
2018-02-02 21:59:13 +08:00
Benau
e4c827176a
Remove flat for hue_change
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It causes bad rendering in adreno 306 in android 5.0
2018-02-02 21:17:24 +08:00
Benau
e06fabde96
Clean up alpha test and unlit shader
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Remove 1 wrong line in alpha test shader
2018-02-01 11:26:58 +08:00
Benau
154ad8d0db
Fix skybox blending with light scatter
2018-01-31 01:31:12 +08:00
Benau
9e57bfb73f
Split point light scatter so it can be combined together
2018-01-30 13:42:50 +08:00
Benau
11f9b74e13
Don't use out variable in vertex shader
2018-01-28 15:28:20 +08:00
Sam
c4b42c1852
Add layer of abstraction to output pbrData
2018-01-26 20:16:16 +01:00
Sam
e75f1cb799
Merge branch 'master' of https://github.com/supertuxkart/stk-code
2018-01-26 10:52:23 +01:00
Benau
97fd634ed8
Allow auto-add usable uniforms to shader
2018-01-26 16:02:31 +08:00
Benau
ff38cb6423
Clean up advanced pipeline off code
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Don't use RTT at all in game when it's off
2018-01-25 15:36:34 +08:00
Sam
37a6f464b9
Merge branch 'master' of https://github.com/supertuxkart/stk-code
2018-01-24 21:51:11 +01:00
Benau
e5cdf3a086
Remove all unneed gamma correction when advanced pipeline off
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Except for the colorization stuff
2018-01-23 01:16:45 +08:00
Benau
86393ba0a9
Use alphatest as a fallback shader for unlit
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Adjust graph shader when advanced pipeline off, and no srgb prefilled
texture when advanced pipeline off
2018-01-22 13:27:21 +08:00
Benau
45957af6f8
Remove !sRGB in shader which is always true now
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Also don't use tonemap in RTT
2018-01-22 12:54:39 +08:00
Benau
4025883243
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
Benau
390554eca1
Add xml shader and the loader
2018-01-21 13:19:00 +08:00
Sam
6abd79dde6
Add the world position in default information avaliable to shaders
2018-01-14 10:39:16 +01:00
Benau
24308ced03
Remove features in SP that give no performance boost at all
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gl_Layer in vertex shader, bindless and array textures
2018-01-13 14:49:33 +08:00
Benau
68e8da2353
Remove all unused shaders
2018-01-12 19:10:55 +08:00
Benau
76788d7dd8
Fix GLES
2018-01-07 15:44:57 +08:00
Benau
e1c7efd68c
Add sam's formula for pbr
2018-01-05 16:45:33 +08:00
Benau
cce8abe6f3
Port billboard text
2017-12-30 15:28:04 +08:00
Benau
d71ea71e35
Remove some ifdef
2017-12-29 18:10:51 +08:00
Benau
711fb8211a
Add samuncle way to sample texture slot
2017-12-29 15:39:22 +08:00
Benau
f040be710e
Fix normal visualizer
2017-12-29 00:52:29 +08:00
Benau
62e0effed6
Rename input variables
2017-12-27 12:31:21 +08:00
Benau
dbc3cd5ff5
Normalize in shader for broken drivers
2017-12-27 11:33:30 +08:00
Benau
891b053358
Add more functions to normal visualizer
2017-12-27 01:33:21 +08:00
Benau
ce45605c18
Use half float for texture matrix
2017-12-26 15:28:01 +08:00
Benau
daf1294e6f
Add minimap and adjust unlit shader for it
2017-12-26 14:34:34 +08:00
Benau
7797115867
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
Deve
f7886a31bf
Better fix for shadow acne
2017-10-29 20:26:46 +01:00
Benau
fc2e05c0a6
Use a trick to make skinned mesh shader branchless
2017-10-22 13:03:45 +08:00
Benau
7252a38da1
Fix skinning glitches possible in (some) cards
2017-10-22 02:17:37 +08:00
Benau
6a79d204c1
Don't use SSBO for skinning
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It causes trouble in hd5670 in windows
2017-10-22 01:31:15 +08:00
Benau
8a0232382a
Some fixes for some shader compiler
2017-10-20 09:25:43 +08:00
Benau
553b2439ac
Allow using SSBO for skinning if supported
2017-10-20 01:27:44 +08:00
Benau
0d96906d54
Use texture buffer (texture2d in gles) for skinning
2017-10-19 13:31:07 +08:00
Benau
9f10676dd3
Remove unused billboard shader
2017-10-16 07:43:00 +08:00
Benau
4573e51e98
Fix #2427
2017-10-15 19:14:07 +08:00
Benau
058f9163db
Some work to make particle shader able to render billboard
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The lifetime in height map stimulation will always now < 1.0f
2017-10-15 13:57:01 +08:00
Benau
c3a22ddcf7
Pre-generate some particles if max count is small
2017-10-14 14:42:24 +08:00
Benau
a0c9ba2b8c
Pack mixed color into instanced array
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With half-floats for lifetime and size for same stride
2017-10-14 12:33:08 +08:00
Benau
0b9a3e1c69
Fix some issues found in first-try
2017-10-14 09:47:13 +08:00
Benau
0066722dab
Features completed cpu particle
2017-10-14 00:19:59 +08:00
Deve
63ecbefbdd
I forgot about particles
2017-10-12 22:55:26 +02:00
Deve
ae4e302741
Add a way to run STK without srgb framebuffer
2017-10-09 21:18:15 +02:00
Deve
bc84559f1d
Revert a hack for shadows.
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It helps for horizontal surfaces, but makes vertical surfaces worse (for example rocks in cornfield crossing), so it's not really a solution.
2017-10-04 22:19:19 +02:00
Deve
27a79526b1
Allow to use particles heightmap simulation in GLES
2017-10-02 23:05:12 +02:00
Deve
6f11a1669f
Make particles in GLES renderer to look a bit better.
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Now kart exhaust is not too dark anymore.
2017-09-02 01:01:35 +02:00
Benau
850afc8620
Allow using animated texture with displace shader
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Plus some clean-up
2017-08-23 00:55:25 +08:00
Benau
cc8331f5cd
Fix #2897
2017-08-09 15:03:37 +08:00
Benau
79c6705bb1
Fix #2814
2017-08-09 13:00:09 +08:00
Deve
bc6ff38b22
Simplify light factor when advanced lighting is disabled.
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In this case only diffuseMatColor really matters, other values are constant.
It improves performance on GLES renderer and it's also noticeably faster for GL on desktop.
For example:
- fps increased for me from 60 to 69 on Hacienda with intel HD 4000
- from 43 to 49 on lighthouse
There is much less difference on nvidia graphics card, but still it gives small performance improvement.
2017-08-06 22:18:18 +02:00
Deve
d44802a482
Add a workaround for some qualcomm devices on android 4.4
2017-07-11 00:37:31 +02:00
Benau
8653d410f8
Option 1 for fixing android 4.4
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Reinit vertex attribute pointer each time, performance may hurt
2017-07-09 00:46:42 +08:00
Deve
af98b526d6
Give few more fps in GLES renderer by pre-computing diffuse/specular color
2017-03-28 22:15:33 +02:00
Deve
a7f0d3762c
Some fixes for GLES renderer.
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- Don't use BGRA format at all. It doesn't work with non-typical cases (i.e. with srgb or compressed textures) and also casues artifacts on some android devices. I kept the extension in central settings, but it probably won't be used.
- Use sRGB texture format when advanced lighting is enabled. This makes it closer to the original OpenGL renderer and also avoids to have even more #ifdef's for sRGB conversions.
- Keep RGBA textures for non-advanced lighting to make it simpler.
Now advanced lighting in GLES looks almost the same as in OpenGL 3.x (without shadows/GI)
2017-03-25 22:23:46 +01:00
Sam
97670ed23c
Improved wind effect for vegetation
2017-03-12 21:35:48 +01:00
Deve
adfa8f30f9
Better fix for missing transparency in GLES legacy pipeline
2017-03-08 23:17:03 +01:00
Deve
11024569b0
More tweaks to GLES legacy pipeline
2017-03-02 22:19:10 +01:00
deve
82e724c12e
One more fix for GLES legacy pipeline
2017-02-27 06:41:26 +01:00
Deve
40fe3585bb
One more fix for legacy pipeline in GLES renderer.
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It looks that the second texture is not used at all and it may cause a crash, so just disable it.
2017-02-27 00:58:43 +01:00
Benau
c635e8d1c4
Get rid of some srgb conversion in shader, see #2787
2017-02-13 10:06:35 +08:00
Deve
68a99fd38b
Fixed sRGB for GLES renderer.
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It's a bit ugly solution because we should handle it properly in one place and not add another sRGB correction... But it's already working solution and it doesn't affect the OpenGL renderer, so we can use it until better fix will be done.
Now the GLES renderer looks almost the same as the original OpenGL 3.x one :)
2017-02-11 23:56:44 +01:00
Deve
5df2531a65
Added a hack that removes ugly lines when shadows are enabled.
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Mathematically it's not 100% correct, but it looks much better.
2017-02-07 21:48:50 +01:00
Deve
28d85d7ba3
Use explicit attrib location when the extension is available.
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It allows to enable it easily in GLES renderer. And we check if this extension is available anyway because it's needed for shadows, so we can use it for other shaders too.
2017-02-01 21:58:10 +01:00
samuncle
e86e146442
Add emit map to a shader, so cars in candela are like small dots
2017-01-20 00:06:35 -05:00