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