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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Vincent Lejeune
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ce7f017adf
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Some fixes
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2014-10-17 18:43:39 +02:00 |
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