Benau
416050a923
Use a more simple way to render red/blue karts
2016-06-26 07:14:11 +08:00
Deve
ce8a1c4e1b
Already working GUI in shader-based pipeline
2016-06-25 15:10:53 +02:00
Elderme
80713ec019
Fixed glow color issue when GL_ARB_draw_indirect extension is not available
2016-06-25 14:55:51 +02:00
Benau
2f217fd55b
Allow render red or blue karts in soccer mode using shader
2016-06-25 16:29:54 +08:00
Deve
d13716a917
Initial linux version.
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Currently works only with irrlicht-based renderer because shaders are not ported yet.
2016-06-24 02:47:13 +02:00
Elderme
b359e8f9fd
Merged with master, solved conflicts
2016-06-18 19:28:54 +02:00
Deve
cc92ee6ef3
One more tweak in SSAO.
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Just use mod(x, 6.283185307179586) as suggested by mesa developer, instead converting it to degrees and back to radians.
2016-05-26 11:48:57 +02:00
Deve
cee0de3af3
Fixed a bug in my previous commit.
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I forgot that sin and cos functions want angle value in radians.
Now the code looks a bit ugly, but generates proper values.
2016-05-26 02:39:35 +02:00
Deve
cdae595724
Fixed SSAO on intel.
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In ssao.frag we are computing theta valaue and it looks that intel driver doesn't like too big values for sinus and cosinus computations.
I just used modulo 360 to store lower angle values in theta variable.
2016-05-25 23:16:01 +02:00
Deve
58f7424b4f
Add a workaround for skybox.
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The problem was with shader-based pipeline with disabled "advanced effects" in options.
In this case we don't use RTTs and gl_FragCoord contains values in range of whole window. So fo 2 players we still get gl_FragCoord.y = 0..window_size instead of gl_FragCoord.y = 0..window_size/2.
The easiest way to solve it seems to be modulo it by current viewport size. It should be compatible with advanced pipeline as well as single-player games.
Atm. I'm not sure if this should be applied to 0.9.2 branch. It should work fine, but needs some testing.
2016-05-08 21:39:50 +02:00
Deve
62ea873373
Fixed compute shaders on mesa.
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It was reporting an error:
[error ] GLWrap: Error in shader gaussian6h.comp
[error ] GLWrap: 0:77(1): error: storage qualifiers must come after precise, invariant, interpolation, layout and auxiliary storage qualifiers
2016-05-03 21:48:21 +02:00
Deve
8a288f05ff
Implement lightning effect using shaders
2015-10-31 01:00:48 +01:00
Elderme
0fc3d3336e
removed useless varying in rhpassthrough.geom shader
2015-10-05 21:22:22 +02:00
samuncle
26298e9e1a
Add several new particle effect and correct the bug to enable emit map & alpha testing
2015-09-29 20:08:56 +02:00
Elderme
0b748634ae
Removed calls to resizeBox for nitro emitter
2015-08-13 18:15:34 +02:00
Elderme
01c8b25cb6
When the particles position is computed, the position of the emitter in both current and previous frames is now taken into account. There is no more visual artifact when the particles velocity and emitter velocity are not aligned (for example with nitro particles when a kart is skidding)
2015-08-13 14:53:45 +02:00
samuncle
9087d0f837
Increase the strenght of the lens dust
2015-07-27 02:00:34 +02:00
samuncle
1ca6339589
Add color to the lens dust
2015-07-26 05:30:29 +02:00
samuncle
51bd87d303
ground work for lens dust
2015-07-26 04:48:29 +02:00
samuncle
d95f9d844d
put into comment the blue lens flare if we need in the future
2015-07-26 01:51:28 +02:00
samuncle
12b1ea5a6c
Turn on color for lens flare
2015-07-26 01:46:19 +02:00
hiker
4d6a9726b6
Renamed shader.
2015-05-21 16:37:59 +10:00
hiker
dc8361b941
Fixed spelling of shader.
2015-05-21 11:19:40 +10:00
hiker
52017e31ea
Removed unused shader.
2015-05-19 16:36:24 +10:00
hiker
e337b72789
Moved *Detailed* shader into render_geometry, renamed all detailled
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to detailed.
2015-05-11 17:17:08 +10:00
hiker
d09f6d3c7a
Revert "Clean bloomblending since it's not used anymore"
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This reverts commit 2206f8ad5c
.
Conflicts:
src/graphics/post_processing.cpp
2015-03-16 08:49:36 +11:00
hiker
d9375c9a43
Revert 65cb55add4
(Make bloom less
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pixelated using Intel doc) since it causes crashes on hd3000.
2015-03-16 08:37:59 +11:00
auriamg
cb5670c843
Merge pull request #1994 from Flakebi/credits
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Fix transparency of fallback characters
2015-02-28 19:00:45 -05:00
Deve
988f5ea933
Hopefully proper fix for #2007
2015-02-26 20:16:39 +01:00
Vincent Lejeune
26b38a3afe
GodRay use correct screencoord
2015-02-24 22:29:31 +01:00
Vincent Lejeune
419b96c068
Do not use extra uv for mlaa
2015-02-24 22:08:49 +01:00
Vincent Lejeune
bcffedc186
Start working on proper SDSM
2015-02-23 22:35:53 +01:00
Vincent Lejeune
2206f8ad5c
Clean bloomblending since it's not used anymore
2015-02-23 22:11:57 +01:00
Vincent Lejeune
06f0188a5b
Fix passthrough shader
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It was not using half coordinate center
2015-02-23 22:02:32 +01:00
Vincent Lejeune
65cb55add4
Make bloom less pixelated using Intel doc
2015-02-23 21:41:22 +01:00
Vincent Lejeune
13a2f9f597
First part of #1988 fix
2015-02-22 20:31:14 +01:00
Flakebi
a371338c14
Fix transparency of fallback characters
2015-02-21 18:06:27 +01:00
Vincent Lejeune
9641380171
Fix billboard transparency
2015-02-19 00:44:21 +01:00
Vincent Lejeune
56f1dff65d
Split scattering function in ambiant/point light part
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This fix #1913
2015-01-24 20:00:04 +01:00
Vincent Lejeune
73a20508ef
Remove unused shaders
2015-01-17 02:49:48 +01:00
Vincent Lejeune
f22cf2a05e
Use a fullscreen pass for skybox
2015-01-15 20:50:19 +01:00
Vincent Lejeune
70e8b4c854
When there are 8 lod level, 7 is the max
2015-01-15 19:52:48 +01:00
Vincent Lejeune
08cb4b4297
Fix tangent/bitangent computation
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Shouldn't make any difference since we don't rescale that much
2015-01-12 23:01:35 +01:00
Vincent Lejeune
cfbbeef441
Clamp lod level in SSAO shader later.
2015-01-12 22:47:53 +01:00
Vincent Lejeune
95e2213b1e
SSAO can me 0 sometimes
2015-01-12 20:13:11 +01:00
Vincent Lejeune
b8ab68b31a
Fix precision issue in SSAO
2015-01-12 20:05:40 +01:00
Vincent Lejeune
3bcdc04279
Fix precision issue in CIE/RGB conversions
2015-01-12 20:05:16 +01:00
Vincent Lejeune
019ec344fe
Allow to reduce shadow resolution
2015-01-11 00:45:38 +01:00
Vincent Lejeune
cc43861896
Tangent/Bitangent direction only matters.
2015-01-07 21:51:23 +01:00
Vincent Lejeune
3451d4e9a0
Add a ESM/PCF switch
2015-01-01 20:06:34 +01:00
Vincent Lejeune
883ab43e29
Assume __VERSION >= 130 everywhere
2015-01-01 03:18:13 +01:00
Vincent Lejeune
d8b3cf9c8f
Factorise MRP
2014-12-27 03:22:06 +01:00
Vincent Lejeune
e42cdc5d64
Used #ifndef in header.txt
2014-12-27 03:21:55 +01:00
samuncle
c54fed411f
Merge branch 'master' of https://github.com/supertuxkart/stk-code
2014-12-21 09:58:06 +01:00
samuncle
b54ddb9828
Add emit map to object pass 2 shader
2014-12-21 09:58:03 +01:00
Vincent Lejeune
c4e5a720f7
Do not undefine builtin macros.
2014-12-18 22:09:14 +01:00
Vincent Lejeune
84cf087ae6
Forget to update grass pass 2 sun location
2014-12-16 02:10:26 +01:00
Vincent Lejeune
7aa7e2d148
Factorise sun color/position
2014-12-15 23:09:19 +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
Vincent Lejeune
7872bc7860
Fix image format for bilateral blur
2014-12-13 22:28:16 +01:00
Vincent Lejeune
1c05d9ef68
Port colored lines too
2014-12-11 01:44:58 +01:00
Vincent Lejeune
db6600a687
Frustrum shader is updated to new system
2014-12-11 01:19:17 +01:00
samuncle
cb8017cae1
clamping values to avoid pink specularity
2014-12-10 03:02:36 +01:00
Vincent Lejeune
a8ce996047
Revert "Simplify sunlight shadow shader."
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This reverts commit cc7f95163c
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2014-12-09 21:20:55 +01:00
Vincent Lejeune
cc7f95163c
Simplify sunlight shadow shader.
2014-12-09 19:00:21 +01:00
Vincent Lejeune
c91c04c862
Same for shadow blur pass
2014-12-09 18:54:27 +01:00
Vincent Lejeune
b24fd621a5
Precompute coefficient in gaussian blur pass
2014-12-09 18:43:48 +01:00
Vincent Lejeune
d97b9f2d0e
Clamp SpecularIBL value on positive range
2014-12-09 01:33:58 +01:00
Vincent Lejeune
2667791621
Tweak IBL
2014-12-08 19:36:23 +01:00
Vincent Lejeune
72fdf816e7
Fix Importance sampling
2014-12-08 19:16:26 +01:00
Vincent Lejeune
2b0680d92d
Use texture buffer instead of uniform for samples
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Should fix nvidia glsl error
2014-12-08 18:24:43 +01:00
Vincent Lejeune
6041c48fbe
Source DiffuseIBL algorithm
2014-12-07 21:37:16 +01:00
Vincent Lejeune
a320eebece
Cleanup tonemap shader
2014-12-07 21:27:26 +01:00
Vincent Lejeune
a094bbae19
Factorize DiffuseIBL and SpecularIBL
2014-12-07 19:10:22 +01:00
Vincent Lejeune
e491422bdc
Weight sample in importance sampling
2014-12-07 18:26:51 +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
8f3b8cf448
Implement specular IBL properly
2014-12-05 16:42:49 +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
Vincent Lejeune
354dad7392
Fix an error when indirect instancing is not supported
2014-12-01 01:46:50 +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
d426a395bb
Use old formula for glossmap
2014-11-22 02:03:20 +01:00
Vincent Lejeune
f3a637fb99
Fix sun area light
2014-11-21 02:44:27 +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
4a8afd2d40
Implement sun as an disk area light.
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Solid angle is defaulted to sun's one.
2014-11-21 01:54:30 +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
bcd3452b70
Remove bubble shaders
2014-11-20 22:05:19 +01:00
Vincent Lejeune
a78b889b05
Modelise Beer Lambert absorption for fog
2014-11-20 21:23:33 +01:00
Vincent Lejeune
c594295288
Tweak shadow blur
2014-11-18 03:44:45 +01:00
Vincent Lejeune
c2859d24ce
Improved shadow stability
2014-11-15 21:27:15 +01:00
Vincent Lejeune
448f254a2b
Fixes
2014-11-15 21:02:24 +01:00
Vincent Lejeune
a7b8ba13cd
Add shader content
2014-11-15 20:43:44 +01:00
Vincent Lejeune
7e3c2c4897
Add a shader to blur shadow
2014-11-15 20:37:47 +01:00
Vincent Lejeune
687bb6e065
Spare a few lds inst
2014-11-15 19:18:07 +01:00
Vincent Lejeune
6cc721eaf9
Use CS for gaussian6
2014-11-15 01:11:26 +01:00
samuncle
ffb76788a9
Minor tweak with transluscent material
2014-11-13 18:02:25 +01:00
samuncle
1bd3ee24c6
Add a description to the shader
2014-11-12 01:22:33 +01:00
samuncle
f39ae90b6e
merge with trunk + try to adapt to the new blur system
2014-11-12 00:08:21 +01:00
Vincent Lejeune
192ed8a486
Fix classic fog
2014-11-11 22:43:25 +01:00
Vincent Lejeune
09fa1ee3cb
Implement scattering for point light
2014-11-11 22:36:27 +01:00
Vincent Lejeune
bd4fe57524
Use fog start value to determine density
2014-11-11 21:52:54 +01:00
Vincent Lejeune
84affec451
Change fog equation
2014-11-10 22:08:12 +01:00
Vincent Lejeune
85bbc0f8b8
Use variable sigma for blur filter
2014-11-10 21:32:04 +01:00
samuncle
e20d8bdcdf
Merge branch 'master' of https://github.com/supertuxkart/stk-code into lensflare
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Keep lens flare updated with trunk
2014-11-08 01:51:40 +01:00
Vincent Lejeune
04d313671c
Fix sqrt(int) in diffuseenvmap
2014-11-08 01:02:46 +01:00
Vincent Lejeune
5eefe0c0ad
Make envmap reflexion less blurry
2014-11-08 00:57:49 +01:00
samuncle
2a440bb2cb
minor modification to the blueish mood of lens flare
2014-11-07 16:20:39 +01:00
samuncle
1e547652f7
Merge branch 'master' of https://github.com/supertuxkart/stk-code into lensflare
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Keep lens flare updated with master
2014-11-07 16:14:11 +01:00
Vincent Lejeune
909948c9a4
Implement depth histogram to position cascade split
2014-11-07 13:42:13 +01:00
Vincent Lejeune
cacb008ae6
Prepare compute shader to stretch lightcoord
2014-11-07 13:42:13 +01:00
samuncle
52bc4cebd4
Add the lensflare shader
2014-11-04 21:15:18 +01:00
Vincent Lejeune
92ecd01e61
Make cascade split modifiable
2014-11-04 20:53:32 +01:00
samuncle
d7caebe847
enable vignette during races
2014-11-03 21:53:44 +01:00
Vincent Lejeune
ddecd23472
Tweak values
2014-11-02 19:07:02 +01:00
Vincent Lejeune
ebe11370a2
Reenable bluring
2014-11-02 16:30:44 +01:00
Vincent Lejeune
c5186e3ab3
Use depth in exp space
2014-11-02 16:26:46 +01:00
Vincent Lejeune
b975b63eea
Use proper depth linear value
2014-11-02 16:00:41 +01:00
Vincent Lejeune
f5a44c0a19
Take more sample
2014-11-02 02:42:44 +01:00
Vincent Lejeune
9113aa7a39
Implement Exponential Shadow map
2014-11-02 02:36:10 +01:00
Vincent Lejeune
7679213e26
Use exp algorithm for the gaussian blur
2014-11-02 02:35:02 +01:00
Vincent Lejeune
6aed902ae0
Store depth in color buffer instead of depth
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This allows for instance to blur it using already existing shaders
2014-11-01 22:38:38 +01:00
Vincent Lejeune
ee687440c7
Increase shadow filtering
2014-10-29 18:57:39 +01:00
Vincent Lejeune
794ab54b7a
Clamp lodval
2014-10-24 00:41:34 +02:00
Vincent Lejeune
9ca4d7e3e6
Improve ibl specular reflexion using mipmap chain
2014-10-22 14:49:06 +02:00
Vincent Lejeune
2f45266c6f
Fix position of speedmeter
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Only need to get the texture
2014-10-17 18:51:41 +02:00
Vincent Lejeune
ce7f017adf
Some fixes
2014-10-17 18:43:39 +02:00
Vincent Lejeune
ea3cc141ff
Fix grass in azdo mode
2014-10-08 01:01:28 +02:00
Vincent Lejeune
9de7d11ee4
Fix bloom effect on mesa
2014-10-07 00:00:16 +02:00
Vincent Lejeune
20ea7ca271
GI use sun color value
2014-10-06 22:51:41 +02:00
vlj
b10f1a3ef2
Tweak envmap
2014-10-06 02:29:18 +02:00
vlj
c7b98c4e6c
Emulate envmap specular reflexion
2014-10-06 02:19:21 +02:00
Vincent Lejeune
44792a1490
Fix splatting
2014-10-05 22:46:02 +02:00
Vincent Lejeune
0db951f374
Try to emulate enery conservation
2014-10-05 21:53:06 +02:00
Vincent Lejeune
300a09746f
Additionnal fixes
2014-10-05 21:45:56 +02:00
Vincent Lejeune
a8161288a9
Convert remaining shaders
2014-10-05 20:47:13 +02:00
Vincent Lejeune
9f2b66d195
Use specmap on others mats
2014-10-05 20:37:49 +02:00
Vincent Lejeune
0121ae8db6
Use specmap value
2014-10-05 02:30:01 +02:00
Vincent Lejeune
88954a5d88
Prepare shader for specmap value
2014-10-05 02:12:04 +02:00
vlj
30dda3e343
Fix sky warp
2014-10-02 02:53:31 +02:00
vlj
2236e8dd1c
Fix extra respawning particles
2014-10-01 01:19:49 +02:00
vlj
58e1b73752
Fix bloom computation
2014-09-24 01:19:37 +02:00
Vincent Lejeune
5643e38886
Some factorisation for non instanced path
2014-09-20 19:28:06 +02:00
Vincent Lejeune
b3e124b93e
Some fixes
2014-09-20 18:48:22 +02:00
Vincent Lejeune
b034049a28
Support for 3 tex mats
2014-09-19 23:09:22 +02:00
Vincent Lejeune
24cd727899
Add glossytex to textures
2014-09-19 19:54:00 +02:00
Vincent Lejeune
1d2c77d86a
Use ProjectionViewMatrix in glow_object.vert
2014-09-17 02:12:28 +02:00
Vincent Lejeune
b769e46a00
Use texture instead of image in SSAO.
2014-09-16 15:18:29 +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
fbb71bca7e
Revert "Fix negative value inside tonemap"
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This reverts commit 16dc973faa
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2014-09-16 00:37:37 +02:00
Vincent Lejeune
b5598fda57
Revert "Force non negative value in bloom"
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This reverts commit cb922ed4db
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2014-09-16 00:37:23 +02:00
vlj
cb922ed4db
Force non negative value in bloom
2014-09-15 22:11:53 +02:00
Vincent Lejeune
16dc973faa
Fix negative value inside tonemap
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It should be checked before but since it's not always reproducible.
2014-09-15 01:10:12 +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
7c54ac4d81
Fix second texcoord in instanced_object_pass.vert
2014-09-14 23:07:10 +02:00
Vincent Lejeune
dea23d7a69
Properly reapply HD3000 particle fix
2014-09-10 18:57:40 +02:00
Vincent Lejeune
e77b5dddeb
Revert "Forgot to fix a particle shader for hd3000"
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This reverts commit 48fcea8ee8
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2014-09-10 18:57:03 +02:00
Vincent Lejeune
48fcea8ee8
Forgot to fix a particle shader for hd3000
2014-09-10 18:09:38 +02:00
Vincent Lejeune
8fd97615f3
Fix particle for hd3000
2014-09-10 01:42:51 +02:00
Vincent Lejeune
94cd8d5c51
Avoid some useless computation in some vert shaders
2014-09-05 23:41:12 +02:00
Vincent Lejeune
1e172dbf33
Fix glowobject frag shader
2014-09-05 22:17:57 +02:00
vlj
3083df450f
Gather object in instanced calls
2014-09-02 23:23:23 +02:00
Vincent Lejeune
99b110cc99
Use uvec2 instead of sampler2D
2014-08-29 01:30:19 +02:00
vlj
5878cb35ec
Implement runtime detection of srgb bindless fix
2014-08-28 22:02:12 +02:00
vlj
53c52470ee
Use one call for each shadow cascade instead of a big one.
2014-08-26 21:56:16 +02:00
Vincent Lejeune
bf5410b793
Add unlit instanced shader
2014-08-26 20:34:59 +02:00
Vincent Lejeune
cad1efbff1
Add instanced detail shader
2014-08-26 20:34:37 +02:00
Vincent Lejeune
0960f090dc
Add instanced spheremap shader
2014-08-26 20:34:26 +02:00
Vincent Lejeune
7bff68870c
Read sampler from attributes.
2014-08-24 21:50:59 +02:00
Vincent Lejeune
6ac3d69471
Play with bindless textures
2014-08-22 23:48:28 +02:00
Vincent Lejeune
547018f0ab
Port PointLight shader
2014-08-22 00:30:14 +02:00
vlj
f77695c098
Add Tangent/Bitangent in instanced object shader.
2014-08-15 17:15:19 +02:00
Vlj
7fbe529e6f
Forget to add Tangent/BiTangent with pre 330
2014-08-15 02:14:30 +02:00
Vlj
d3ec1a27ce
Completly unroll the loop
2014-08-15 00:02:43 +02:00
Vlj
4829b8ddd8
Manually unroll rh shader
2014-08-14 23:58:11 +02:00
Vincent Lejeune
f9c692052e
Try a fix for nvidia and GI
2014-08-14 21:26:16 +02:00
Vincent Lejeune
8117260bf6
Factorise attribute location of simulation program.
2014-08-13 22:26:52 +02:00
Vincent Lejeune
dc02eec7b6
Port particle rendering shaders too.
2014-08-13 21:04:03 +02:00
Vincent Lejeune
22137eee88
Port UI shaders.
2014-08-13 20:25:56 +02:00
Vincent Lejeune
70b0fce50c
Add support for instanced normal map mesh.
2014-08-13 19:20:40 +02:00
Vincent Lejeune
292aa0cbc4
Factorize FullScreen shaders invocations.
2014-08-13 02:01:29 +02:00
Vincent Lejeune
020e939e2b
Normalize normals in normal view.
2014-08-09 21:24:50 +02:00
Vincent Lejeune
c546b25ae9
Fix perspective in normal view.
2014-08-09 21:19:26 +02:00
Vincent Lejeune
c07aed260a
Visualize vertex normals in normal view.
2014-08-09 21:09:31 +02:00
Vincent Lejeune
bcc2196ccf
Fix SSAO on splatting material.
2014-08-09 20:05:49 +02:00
vlj
496269e73b
Make SSAO param changeable.
2014-08-09 18:51:52 +02:00
Vincent Lejeune
8db09a55cd
Add Splatting RSM shader type.
2014-08-08 01:07:55 +02:00
vlj
60f76ee612
Fix RSM
2014-08-07 22:45:25 +02:00
vlj
6c3aeceb51
Fix GI
...
It was using wrong swizzle for depth texture.
2014-08-07 22:32:42 +02:00
Vincent Lejeune
95fb3ea580
Add support moving texture in rsm.
2014-08-07 20:44:33 +02:00
Vincent Lejeune
e932638aef
Port sunlight* shaders to singleton.
2014-08-07 20:07:03 +02:00
Vincent Lejeune
87bf242164
Fix shadows for unlit with alpha ref.
2014-08-07 02:12:13 +02:00
Vincent Lejeune
858b789419
Support vertex color for alpha ref material.
2014-08-07 02:11:55 +02:00
Vincent Lejeune
c0d57100a7
Enable ref + vertex color for unlit mat.
2014-08-07 01:50:53 +02:00
Vincent Lejeune
79fba1779e
Port stkbillboard to singleton shader
2014-08-07 00:52:44 +02:00
Vincent Lejeune
ca30bf7d5a
Add screen fallback in case no ubo are here.
2014-08-02 01:02:06 +02:00
Vincent Lejeune
09d0c2eef5
Forget a shader + remove shader output
2014-08-02 00:56:36 +02:00
Vincent Lejeune
58c094917e
Use an header included in every shaders.
2014-08-02 00:50:56 +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
...
It's already added in the diffuse env pass
2014-07-29 23:56:48 +02:00
hiker
c322c507da
Fix shader error (vlj, please check).
2014-07-22 13:28:12 +10:00
vlj
4e079b0e14
Fixes shader errors reported by Auria
2014-07-17 02:17:49 +02:00
vlj
23bc1f9344
Remove use of texture2d in rh.frag
2014-07-17 02:11:04 +02:00
vlj
40a7ab0780
Raise one of ssao tolerance value.
2014-07-17 00:12:54 +02:00
vlj
9230cab9dd
Add shadow for instanced grass.
2014-07-15 00:02:17 +02:00
vlj
ffe77e4aa4
Port instanced pass2 shaders to singleton
2014-07-14 23:41:47 +02:00
Vincent Lejeune
62bf54b8f3
Simplify displace handling
...
Should be faster now
2014-07-14 18:54:40 +02:00
Vincent Lejeune
f2acac7230
Inadverly inverted shadow and shadow_grass.vert
2014-07-13 21:37:12 +02:00
Vincent Lejeune
54b1ce39e4
Add Grass shadows.
...
For non instancing object.
2014-07-13 21:33:44 +02:00
Vincent Lejeune
7b9fc60f9c
Factorise grass material
2014-07-13 18:56:17 +02:00
Vincent Lejeune
55a5185796
Avoid drawing negative color with splatting material.
2014-07-12 21:25:11 +02:00
Vincent Lejeune
d7139920ed
Fix position reconstruction formula in ssao
2014-07-12 19:54:52 +02:00
vlj
822c8725dd
Remove rimlight material
2014-07-10 01:02:52 +02:00
vlj
481a5bd0d0
Fix bubble shader with glsl < 330.
2014-07-09 17:49:47 +02:00
vlj
4c3db6ca59
Mix texture for displace.
2014-07-09 03:41:08 +02:00
Vincent Lejeune
ac55a70c83
Mimic previous motion blur behavior
...
Depending on zypper + mask on center.
2014-07-09 02:29:49 +02:00
Vincent Lejeune
aec31b28dd
Merge remote-tracking branch 'origin/VAOGatherer'
2014-07-09 02:17:25 +02:00
samuncle
1ecaea18b2
Add a fade out to avoid bokeh on distant objects (stars, moon, planet, background mountain)
2014-07-09 01:21:31 +02:00
vlj
6276cafba2
Use global VAO for rendering
2014-07-08 18:31:46 +02:00
Vincent Lejeune
d961a9a8bc
Fix vertex color for object_pass2
2014-07-08 01:35:04 +02:00
Vincent Lejeune
746e910e46
Remove some Motion Blur unused vars
2014-07-07 19:25:41 +02:00
Vincent Lejeune
f23f7b05e5
Turn motion blur into camera space motion blur
2014-07-07 18:44:25 +02:00
vlj
fd5061057d
Fix for instanced object with default material.
2014-07-02 22:37:51 +02:00
vlj
d5c91dcfe4
Remove Untextured material.
2014-07-02 22:37:51 +02:00
vlj
475d738d4b
Merge remote-tracking branch 'origin/NewRTTMinimap'
2014-07-02 00:24:03 +02:00
vlj
b861c3fb73
Use fixed attribute location for instanced objects.
2014-06-29 22:19:10 +02:00
vlj
bc7e2cd517
Some cleanups
2014-06-29 16:26:12 +02:00
Vincent Lejeune
8f59d8cac0
Add a weight for vignette.
2014-06-28 00:20:44 +02:00
vlj
bde17a28d5
Fix for GL 3.1 context
2014-06-27 20:58:52 +02:00
Marianne Gagnon
394fb9be9b
Merge branch 'master' into NewRTTMinimap
2014-06-26 20:23:02 -04:00
vlj
79838bffe3
Add 50% transparency to minimap.
2014-06-26 00:46:55 +02:00
vlj
a93b96d0b1
Use UBO matrixes in displace.
2014-06-25 01:22:03 +02:00
vlj
8e6fba3185
Some fixes
2014-06-24 23:57:29 +02:00
vlj
948c5e8aa2
Use explicit attribute location.
...
Should help implementing basevertex later, and simplify vao creation a
lot.
2014-06-24 23:17:41 +02:00
vlj
edc38c9933
Use object_pass.vert for transparent objects.
2014-06-24 22:20:01 +02:00
vlj
d2fc258124
Tweak ssao (again)
...
Random factor is less perdicable, no more spiral.
2014-06-23 01:03:55 +02:00
vlj
f76cd6e7a9
Implement bilateral with fragment codepath.
2014-06-22 18:04:46 +02:00
vlj
8f5dd6edae
Some tweak to ssao.
2014-06-22 18:04:46 +02:00
Vincent Lejeune
3219e564d0
Implemented bilateral for compute path.
2014-06-22 18:04:45 +02:00
vlj
7e8486d670
Merge remote-tracking branch 'origin/shadowdebug'
2014-06-22 02:21:15 +02:00
Vincent Lejeune
71969acd22
Use a precomputed invmatrix in gi.frag
...
(General) matrix inversion is costly, it's better if it's done a single
time on cpu. Improve performance.
2014-06-20 23:10:31 +02:00
Vincent Lejeune
32e6942b55
Merge branch 'master' into shadowdebug
2014-06-18 01:02:51 +02:00
Vincent Lejeune
e2ef26e667
Add wireframe frustrum view.
2014-06-18 00:27:03 +02:00
hiker
f1c8fcc6d4
Fix 1366.
2014-06-15 22:14:50 +10:00
samuncle
08369d1fcb
Added a new particle system for the torches and bring back the vignette
2014-06-14 00:42:57 +02:00