Commit Graph

649 Commits

Author SHA1 Message Date
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
to detailed.
2015-05-11 17:17:08 +10:00
hiker
d09f6d3c7a Revert "Clean bloomblending since it's not used anymore"
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
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
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
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
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
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