Vincent Lejeune
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bcffedc186
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Start working on proper SDSM
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2015-02-23 22:35:53 +01:00 |
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Vincent Lejeune
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2206f8ad5c
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Clean bloomblending since it's not used anymore
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2015-02-23 22:11:57 +01:00 |
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Vincent Lejeune
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06f0188a5b
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Fix passthrough shader
It was not using half coordinate center
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2015-02-23 22:02:32 +01:00 |
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Vincent Lejeune
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65cb55add4
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Make bloom less pixelated using Intel doc
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2015-02-23 21:41:22 +01:00 |
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Vincent Lejeune
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13a2f9f597
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First part of #1988 fix
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2015-02-22 20:31:14 +01:00 |
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Flakebi
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a371338c14
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Fix transparency of fallback characters
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2015-02-21 18:06:27 +01:00 |
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Vincent Lejeune
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9641380171
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Fix billboard transparency
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2015-02-19 00:44:21 +01:00 |
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Vincent Lejeune
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56f1dff65d
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Split scattering function in ambiant/point light part
This fix #1913
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2015-01-24 20:00:04 +01:00 |
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Vincent Lejeune
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73a20508ef
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Remove unused shaders
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2015-01-17 02:49:48 +01:00 |
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Vincent Lejeune
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f22cf2a05e
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Use a fullscreen pass for skybox
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2015-01-15 20:50:19 +01:00 |
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Vincent Lejeune
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70e8b4c854
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When there are 8 lod level, 7 is the max
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2015-01-15 19:52:48 +01:00 |
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Vincent Lejeune
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08cb4b4297
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Fix tangent/bitangent computation
Shouldn't make any difference since we don't rescale that much
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2015-01-12 23:01:35 +01:00 |
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Vincent Lejeune
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cfbbeef441
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Clamp lod level in SSAO shader later.
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2015-01-12 22:47:53 +01:00 |
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Vincent Lejeune
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95e2213b1e
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SSAO can me 0 sometimes
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2015-01-12 20:13:11 +01:00 |
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Vincent Lejeune
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b8ab68b31a
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Fix precision issue in SSAO
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2015-01-12 20:05:40 +01:00 |
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Vincent Lejeune
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3bcdc04279
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Fix precision issue in CIE/RGB conversions
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2015-01-12 20:05:16 +01:00 |
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Vincent Lejeune
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019ec344fe
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Allow to reduce shadow resolution
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2015-01-11 00:45:38 +01:00 |
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Vincent Lejeune
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cc43861896
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Tangent/Bitangent direction only matters.
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2015-01-07 21:51:23 +01:00 |
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Vincent Lejeune
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3451d4e9a0
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Add a ESM/PCF switch
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2015-01-01 20:06:34 +01:00 |
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Vincent Lejeune
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883ab43e29
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Assume __VERSION >= 130 everywhere
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2015-01-01 03:18:13 +01:00 |
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Vincent Lejeune
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d8b3cf9c8f
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Factorise MRP
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2014-12-27 03:22:06 +01:00 |
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Vincent Lejeune
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e42cdc5d64
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Used #ifndef in header.txt
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2014-12-27 03:21:55 +01:00 |
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samuncle
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c54fed411f
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Merge branch 'master' of https://github.com/supertuxkart/stk-code
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2014-12-21 09:58:06 +01:00 |
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samuncle
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b54ddb9828
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Add emit map to object pass 2 shader
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2014-12-21 09:58:03 +01:00 |
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Vincent Lejeune
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c4e5a720f7
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
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Vincent Lejeune
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84cf087ae6
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Forget to update grass pass 2 sun location
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2014-12-16 02:10:26 +01:00 |
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Vincent Lejeune
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7aa7e2d148
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Factorise sun color/position
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2014-12-15 23:09:19 +01:00 |
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Vincent Lejeune
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03694d9c7c
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Factorise SH coefficient in an UBO
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2014-12-15 00:18:03 +01:00 |
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Vincent Lejeune
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4b2abef56c
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Remove redondant uniform in IBL
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2014-12-14 21:55:15 +01:00 |
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Vincent Lejeune
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1732b1cfef
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Clean up sunlight shader + factorize diffusebrdf
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2014-12-14 21:39:18 +01:00 |
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Vincent Lejeune
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d50dde4c97
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Revert "Try to fix ibl precision issue"
This reverts commit 1cf592394b .
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2014-12-14 02:48:47 +01:00 |
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Vincent Lejeune
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1cf592394b
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Try to fix ibl precision issue
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2014-12-13 22:35:46 +01:00 |
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Vincent Lejeune
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7872bc7860
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Fix image format for bilateral blur
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2014-12-13 22:28:16 +01:00 |
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Vincent Lejeune
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1c05d9ef68
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Port colored lines too
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2014-12-11 01:44:58 +01:00 |
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Vincent Lejeune
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db6600a687
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Frustrum shader is updated to new system
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2014-12-11 01:19:17 +01:00 |
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samuncle
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cb8017cae1
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clamping values to avoid pink specularity
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2014-12-10 03:02:36 +01:00 |
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Vincent Lejeune
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a8ce996047
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Revert "Simplify sunlight shadow shader."
This reverts commit cc7f95163c .
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2014-12-09 21:20:55 +01:00 |
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Vincent Lejeune
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cc7f95163c
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Simplify sunlight shadow shader.
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2014-12-09 19:00:21 +01:00 |
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Vincent Lejeune
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c91c04c862
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Same for shadow blur pass
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2014-12-09 18:54:27 +01:00 |
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Vincent Lejeune
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b24fd621a5
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Precompute coefficient in gaussian blur pass
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2014-12-09 18:43:48 +01:00 |
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Vincent Lejeune
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d97b9f2d0e
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Clamp SpecularIBL value on positive range
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2014-12-09 01:33:58 +01:00 |
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Vincent Lejeune
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2667791621
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Tweak IBL
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2014-12-08 19:36:23 +01:00 |
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Vincent Lejeune
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72fdf816e7
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Fix Importance sampling
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2014-12-08 19:16:26 +01:00 |
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Vincent Lejeune
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2b0680d92d
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Use texture buffer instead of uniform for samples
Should fix nvidia glsl error
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2014-12-08 18:24:43 +01:00 |
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Vincent Lejeune
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6041c48fbe
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Source DiffuseIBL algorithm
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2014-12-07 21:37:16 +01:00 |
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Vincent Lejeune
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a320eebece
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Cleanup tonemap shader
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2014-12-07 21:27:26 +01:00 |
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Vincent Lejeune
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a094bbae19
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Factorize DiffuseIBL and SpecularIBL
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2014-12-07 19:10:22 +01:00 |
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Vincent Lejeune
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e491422bdc
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Weight sample in importance sampling
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2014-12-07 18:26:51 +01:00 |
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Vincent Lejeune
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1e2656dc88
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Use clamp instead of max(0, dot(normalized, normalized))
Should help GLSL compiler to optimize them.
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2014-12-05 17:51:18 +01:00 |
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Vincent Lejeune
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8f3b8cf448
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Implement specular IBL properly
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2014-12-05 16:42:49 +01:00 |
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Vincent Lejeune
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fd2da4085b
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Rename some shader to improve their meaning
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2014-12-05 00:20:16 +01:00 |
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Vincent Lejeune
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23b781e7dd
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Move glossmap formula to getspecular shader
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2014-12-05 00:09:15 +01:00 |
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Vincent Lejeune
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354dad7392
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Fix an error when indirect instancing is not supported
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2014-12-01 01:46:50 +01:00 |
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samuncle
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91736e1941
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Add the support for emit map. For the moment it's only for solid objects
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2014-11-22 15:59:22 +01:00 |
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Vincent Lejeune
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d426a395bb
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Use old formula for glossmap
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2014-11-22 02:03:20 +01:00 |
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Vincent Lejeune
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f3a637fb99
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Fix sun area light
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2014-11-21 02:44:27 +01:00 |
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Vincent Lejeune
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79e5e9f880
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Revert "Use f0 in fresnel schlick"
This reverts commit acdafc5566 .
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2014-11-21 02:09:02 +01:00 |
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Vincent Lejeune
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593f462ec5
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Revert "Use color for specular"
This reverts commit fcba1dab86 .
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2014-11-21 02:09:00 +01:00 |
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Vincent Lejeune
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4a8afd2d40
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Implement sun as an disk area light.
Solid angle is defaulted to sun's one.
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2014-11-21 01:54:30 +01:00 |
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Vincent Lejeune
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fcba1dab86
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Use color for specular
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2014-11-20 22:57:32 +01:00 |
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Vincent Lejeune
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acdafc5566
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Use f0 in fresnel schlick
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2014-11-20 22:51:22 +01:00 |
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Vincent Lejeune
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bcd3452b70
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Remove bubble shaders
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2014-11-20 22:05:19 +01:00 |
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Vincent Lejeune
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a78b889b05
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Modelise Beer Lambert absorption for fog
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2014-11-20 21:23:33 +01:00 |
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Vincent Lejeune
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c594295288
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Tweak shadow blur
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2014-11-18 03:44:45 +01:00 |
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Vincent Lejeune
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c2859d24ce
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Improved shadow stability
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2014-11-15 21:27:15 +01:00 |
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Vincent Lejeune
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448f254a2b
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Fixes
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2014-11-15 21:02:24 +01:00 |
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Vincent Lejeune
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a7b8ba13cd
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Add shader content
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2014-11-15 20:43:44 +01:00 |
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Vincent Lejeune
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7e3c2c4897
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Add a shader to blur shadow
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2014-11-15 20:37:47 +01:00 |
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Vincent Lejeune
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687bb6e065
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Spare a few lds inst
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2014-11-15 19:18:07 +01:00 |
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Vincent Lejeune
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6cc721eaf9
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Use CS for gaussian6
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2014-11-15 01:11:26 +01:00 |
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samuncle
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ffb76788a9
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Minor tweak with transluscent material
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2014-11-13 18:02:25 +01:00 |
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samuncle
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1bd3ee24c6
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Add a description to the shader
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2014-11-12 01:22:33 +01:00 |
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samuncle
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f39ae90b6e
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merge with trunk + try to adapt to the new blur system
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2014-11-12 00:08:21 +01:00 |
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Vincent Lejeune
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192ed8a486
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Fix classic fog
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2014-11-11 22:43:25 +01:00 |
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Vincent Lejeune
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09fa1ee3cb
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Implement scattering for point light
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2014-11-11 22:36:27 +01:00 |
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Vincent Lejeune
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bd4fe57524
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Use fog start value to determine density
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2014-11-11 21:52:54 +01:00 |
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Vincent Lejeune
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84affec451
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Change fog equation
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2014-11-10 22:08:12 +01:00 |
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Vincent Lejeune
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85bbc0f8b8
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Use variable sigma for blur filter
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2014-11-10 21:32:04 +01:00 |
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samuncle
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e20d8bdcdf
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Merge branch 'master' of https://github.com/supertuxkart/stk-code into lensflare
Keep lens flare updated with trunk
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2014-11-08 01:51:40 +01:00 |
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Vincent Lejeune
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04d313671c
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Fix sqrt(int) in diffuseenvmap
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2014-11-08 01:02:46 +01:00 |
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Vincent Lejeune
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5eefe0c0ad
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Make envmap reflexion less blurry
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2014-11-08 00:57:49 +01:00 |
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samuncle
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2a440bb2cb
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minor modification to the blueish mood of lens flare
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2014-11-07 16:20:39 +01:00 |
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samuncle
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1e547652f7
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Merge branch 'master' of https://github.com/supertuxkart/stk-code into lensflare
Keep lens flare updated with master
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2014-11-07 16:14:11 +01:00 |
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Vincent Lejeune
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909948c9a4
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Implement depth histogram to position cascade split
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2014-11-07 13:42:13 +01:00 |
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Vincent Lejeune
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cacb008ae6
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Prepare compute shader to stretch lightcoord
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2014-11-07 13:42:13 +01:00 |
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samuncle
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52bc4cebd4
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Add the lensflare shader
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2014-11-04 21:15:18 +01:00 |
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Vincent Lejeune
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92ecd01e61
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Make cascade split modifiable
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2014-11-04 20:53:32 +01:00 |
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samuncle
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d7caebe847
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enable vignette during races
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2014-11-03 21:53:44 +01:00 |
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Vincent Lejeune
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ddecd23472
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Tweak values
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2014-11-02 19:07:02 +01:00 |
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Vincent Lejeune
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ebe11370a2
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Reenable bluring
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2014-11-02 16:30:44 +01:00 |
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Vincent Lejeune
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c5186e3ab3
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Use depth in exp space
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2014-11-02 16:26:46 +01:00 |
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Vincent Lejeune
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b975b63eea
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Use proper depth linear value
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2014-11-02 16:00:41 +01:00 |
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Vincent Lejeune
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f5a44c0a19
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Take more sample
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2014-11-02 02:42:44 +01:00 |
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Vincent Lejeune
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9113aa7a39
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Implement Exponential Shadow map
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2014-11-02 02:36:10 +01:00 |
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Vincent Lejeune
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7679213e26
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Use exp algorithm for the gaussian blur
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2014-11-02 02:35:02 +01:00 |
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Vincent Lejeune
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6aed902ae0
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Store depth in color buffer instead of depth
This allows for instance to blur it using already existing shaders
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2014-11-01 22:38:38 +01:00 |
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Vincent Lejeune
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ee687440c7
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Increase shadow filtering
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2014-10-29 18:57:39 +01:00 |
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Vincent Lejeune
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794ab54b7a
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Clamp lodval
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2014-10-24 00:41:34 +02:00 |
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Vincent Lejeune
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9ca4d7e3e6
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Improve ibl specular reflexion using mipmap chain
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2014-10-22 14:49:06 +02:00 |
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Vincent Lejeune
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2f45266c6f
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Fix position of speedmeter
Only need to get the texture
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2014-10-17 18:51:41 +02:00 |
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