vlj
42482e0c41
Some more conversion
2014-04-10 23:03:57 +02:00
vlj
3a55bbe796
Generalize use of UBO.
2014-04-10 21:16:44 +02:00
Vincent Lejeune
9ba636f661
Gather View Projection and shadows matrix generation.
2014-04-10 21:16:42 +02:00
Vincent Lejeune
55489bc188
Use UBO instead of copying Shadow VP matrixes.
2014-04-08 21:45:04 +02:00
Vincent Lejeune
eb0dfb4530
Bigger light extend wrt energy.
2014-04-07 22:20:43 +02:00
vlj
e00ce85d7c
Support FresnelSchlick factor.
2014-04-07 21:35:10 +02:00
vlj
858c8c7605
Fix normalmap too
2014-04-07 21:35:10 +02:00
vlj
79c6424703
Use specularmap as glossiness map.
2014-04-07 21:35:09 +02:00
vlj
cafc07680a
Use Blinn Phong model.
2014-04-07 21:35:09 +02:00
Vincent Lejeune
0b318b9c7e
Improve quad's fit of pointlight extend
2014-04-07 21:04:03 +02:00
vlj
ca2b5a7237
Fix normal map and srgb
2014-04-07 01:03:14 +02:00
Vincent Lejeune
ca214230e3
MLAA: Load the right shader for step 2
...
No wonder why it didnt work as expected before...
2014-04-04 19:42:05 +02:00
vlj
6a3556b4ba
Shaders'outputs use premultiplied alphas
2014-04-03 14:46:35 +02:00
vlj
8552ddae1c
MLAA: Fix gamma in the shaders.
...
MLAA looks correct now.
2014-04-03 14:15:51 +02:00
Vincent Lejeune
964d9a25f1
Some port fixes for MLAA
2014-04-03 00:27:46 +02:00
Vincent Lejeune
33b44c8c97
Port MLAA to new pipeline.
2014-04-03 00:14:58 +02:00
Vincent Lejeune
26c797e79e
Fix kart shadows.
2014-04-02 00:09:49 +02:00
Vincent Lejeune
5573ee4e34
Follow more closely Crysis subsurface scatt.
2014-04-01 23:35:32 +02:00
Vincent Lejeune
f41b737913
Merge grass_pass*.vert
2014-04-01 23:16:30 +02:00
Vincent Lejeune
23e5ec709d
Add a fake subsurface scattering for grass.
2014-04-01 23:13:16 +02:00
vlj
0fb6515bca
Instancing: Support for alpha ref shadow.
2014-03-31 22:06:37 +02:00
vlj
52018bbdea
Instancing: Support shadow.
2014-03-31 21:52:42 +02:00
Vincent Lejeune
7ebeaa45e8
Some cleaning.
2014-03-31 20:04:34 +02:00
Vincent Lejeune
bb311618e3
Instancing: Add support for scale transformation.
2014-03-31 18:10:45 +02:00
Vincent Lejeune
33f31dbf30
Disable auto exposure for now.
2014-03-31 17:25:04 +02:00
vlj
251e7f669e
Using formula from an article suggested by samuncle
2014-03-31 17:25:04 +02:00
vlj
af93a04987
Improve bright attenuation although not perfect
2014-03-31 17:25:03 +02:00
vlj
58615c0207
Plug in brightness adaptation
2014-03-31 17:25:03 +02:00
vlj
6e8b45a6d8
Add some code to average log luminance.
2014-03-31 17:25:02 +02:00
vlj
a2ab6fc80c
Write a shader to convert CIE to RGB.
2014-03-31 17:25:01 +02:00
Vincent Lejeune
881d0b9954
Factorize luminance computation.
2014-03-31 17:24:53 +02:00
vlj
8fc383206f
Improve ao and bloom.
2014-03-30 23:47:19 +02:00
vlj
0dae1cf911
Fix negative value that introduces a bug on nvidia
2014-03-30 21:57:01 +02:00
vlj
91c4e9de94
Fix orientations.
2014-03-29 02:19:08 +01:00
vlj
1bac60c48a
Attempt to fix orientations.
2014-03-29 02:04:20 +01:00
vlj
f4eeb68fd4
Merge branch 'Instancing'
2014-03-29 01:22:57 +01:00
vlj
ca1a1e37d9
Fix normals for normal object.
2014-03-29 01:22:08 +01:00
vlj
81b1e9fb94
Move the wind portion into the world matrix
...
It should make the normal correct although I didnt notice any visual difference.
2014-03-28 02:39:20 +01:00
vlj
c70b9ba0f8
Explicitly build the inverse matrix
...
Some drivers does not support inverse function although they advertise
glsl 140 support, and it's faster to do it manually as we know the
structure of the matrix.
2014-03-27 19:12:55 +01:00
vlj
3538fd46d2
Look like instance orientation was wrong.
2014-03-27 01:33:02 +01:00
Vincent Lejeune
1740407e1e
Use GS instancing to speed up shadow gen a little.
2014-03-26 22:27:11 +01:00
Vincent Lejeune
f49dfbc51f
Fix flip particle shader.
2014-03-26 20:58:13 +01:00
Vincent Lejeune
9f0620c122
Add a #define to switch between dof and non dof
2014-03-26 19:42:25 +01:00
vlj
8b652ababb
Merge object_pass*.vert
2014-03-26 19:04:46 +01:00
vlj
ae5c7b8c3d
Implement UI single color overload
2014-03-26 19:04:45 +01:00
vlj
71881ac64d
Add orientation to grass material
2014-03-25 16:49:03 +01:00
vlj
a866b3f416
Add Grass material support for instancing.
2014-03-24 16:40:40 +01:00
Vincent Lejeune
5c8ef365a5
Merge instanced_object_pass vertex shaders.
2014-03-23 19:28:07 +01:00
Vincent Lejeune
5dd2d28134
Merge branch 'master' into Instancing
2014-03-23 19:20:23 +01:00
vlj
73755a3431
clamp overload was ambiguous.
2014-03-23 01:09:14 +01:00