samuncle
daf4721fa9
Add a mitigation for tilling textures. Very usefull for terrains, etc
2018-04-07 04:11:11 +02:00
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
Sam
c4b42c1852
Add layer of abstraction to output pbrData
2018-01-26 20:16:16 +01:00
Benau
4025883243
Use sampleTextureLayer in shader files
2018-01-22 10:43:22 +08:00
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
711fb8211a
Add samuncle way to sample texture slot
2017-12-29 15:39:22 +08:00
Benau
dbc3cd5ff5
Normalize in shader for broken drivers
2017-12-27 11:33:30 +08:00
Benau
7797115867
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
Deve
ae4e302741
Add a way to run STK without srgb framebuffer
2017-10-09 21:18:15 +02:00
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
886382bb54
Merge remote-tracking branch 'origin/master' into gles
2016-07-11 23:43:10 +02:00
deve
964baad705
Some fixes
2016-06-27 13:39:20 +02:00
deve
d5e30ee41e
Port also other shaders to use #stk_include
2016-06-27 13:11:27 +02:00
Benau
892bc490f7
Make shaders run as efficient as possible
2016-06-27 13:49:27 +08:00
Benau
416050a923
Use a more simple way to render red/blue karts
2016-06-26 07:14:11 +08:00
Benau
2f217fd55b
Allow render red or blue karts in soccer mode using shader
2016-06-25 16:29:54 +08:00
Vincent Lejeune
70e8b4c854
When there are 8 lod level, 7 is the max
2015-01-15 19:52:48 +01:00
Vincent Lejeune
3bcdc04279
Fix precision issue in CIE/RGB conversions
2015-01-12 20:05:16 +01:00
Vincent Lejeune
d8b3cf9c8f
Factorise MRP
2014-12-27 03:22:06 +01:00
Vincent Lejeune
c4e5a720f7
Do not undefine builtin macros.
2014-12-18 22:09:14 +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"
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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
samuncle
cb8017cae1
clamping values to avoid pink specularity
2014-12-10 03:02:36 +01:00
Vincent Lejeune
d97b9f2d0e
Clamp SpecularIBL value on positive range
2014-12-09 01:33:58 +01:00
Vincent Lejeune
6041c48fbe
Source DiffuseIBL algorithm
2014-12-07 21:37:16 +01:00
Vincent Lejeune
a094bbae19
Factorize DiffuseIBL and SpecularIBL
2014-12-07 19:10:22 +01:00
Vincent Lejeune
1e2656dc88
Use clamp instead of max(0, dot(normalized, normalized))
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Should help GLSL compiler to optimize them.
2014-12-05 17:51:18 +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
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
79e5e9f880
Revert "Use f0 in fresnel schlick"
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This reverts commit acdafc5566
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2014-11-21 02:09:02 +01:00
Vincent Lejeune
593f462ec5
Revert "Use color for specular"
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This reverts commit fcba1dab86
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2014-11-21 02:09:00 +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
0db951f374
Try to emulate enery conservation
2014-10-05 21:53:06 +02:00
Vincent Lejeune
88954a5d88
Prepare shader for specmap value
2014-10-05 02:12:04 +02:00
vlj
58e1b73752
Fix bloom computation
2014-09-24 01:19:37 +02:00
Vincent Lejeune
4c6df4821d
Revert "Do not allow specvalue to be below 0."
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This reverts commit 6b4430caaa
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2014-09-16 00:37:49 +02:00
Vincent Lejeune
6b4430caaa
Do not allow specvalue to be below 0.
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Just in case it shouldnt be possible anyway.
2014-09-15 01:06:15 +02:00
Vincent Lejeune
94cd8d5c51
Avoid some useless computation in some vert shaders
2014-09-05 23:41:12 +02:00
Vincent Lejeune
6ac3d69471
Play with bindless textures
2014-08-22 23:48:28 +02:00
Vincent Lejeune
09d0c2eef5
Forget a shader + remove shader output
2014-08-02 00:56:36 +02:00
Vincent Lejeune
f9c7c3db5e
Try a fix for intel and kart selection screen.
2014-07-30 01:25:27 +02:00
Vincent Lejeune
a35c33e4f6
Remove ambient
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It's already added in the diffuse env pass
2014-07-29 23:56:48 +02:00
vlj
883b39591f
Width and height are passed by UBO
2014-05-17 02:39:55 +02:00
vlj
2a1623d8ca
Use a more efficient screen to view conversion
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Also use the opportunity to use UBO where possible.
2014-05-02 18:11:34 +02:00