Commit Graph

32 Commits

Author SHA1 Message Date
Deve
f679078e75 Port some basic shaders to use #stk_include.
Already working race with disabled advanced lighting :)
2016-06-26 16:39:34 +02:00
Vincent Lejeune
c4e5a720f7 Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
Vincent Lejeune
23b781e7dd Move glossmap formula to getspecular shader 2014-12-05 00:09:15 +01:00
Vincent Lejeune
6ac3d69471 Play with bindless textures 2014-08-22 23:48:28 +02:00
vlj
fb56a4086f Fix normalmap roughness 2014-04-23 18:09:48 +02:00
Vincent Lejeune
3cd85a829e Compress/convert to srgb per material basis.
This allows to remove manual conversion in normalmap shader.
2014-04-13 17:53:52 +02:00
vlj
42482e0c41 Some more conversion 2014-04-10 23:03:57 +02:00
vlj
858c8c7605 Fix normalmap too 2014-04-07 21:35:10 +02:00
vlj
ca2b5a7237 Fix normal map and srgb 2014-04-07 01:03:14 +02:00
Vincent Lejeune
77e5f413c7 Factorize EncodeNormal from Pass1 shaders. 2014-03-21 18:10:54 +01:00
Vincent Lejeune
af862cb6c5 #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
Vincent Lejeune
0243546e4d Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
Vincent Lejeune
f50e6f817d Use another normal encoding method from a crytek slide. 2014-01-27 23:29:46 +01:00
Vincent Lejeune
1c98cf0b61 Normalize normals when they are used to get more precision 2014-01-27 22:31:01 +01:00
Vincent Lejeune
d642bc1489 Lightprepass: Only store normals in rtt
Use a more economical rtt format.
2014-01-27 21:47:25 +01:00
Vincent Lejeune
859be83074 Explicitly define fragment exported values. 2014-01-19 19:31:00 +01:00
Vincent Lejeune
fb6649eaad texture2D is deprecated, use texture instead 2014-01-19 18:53:35 +01:00
Vincent Lejeune
693e2c7e33 STKMesh: Support NormalMapped meshes. 2014-01-17 23:50:06 +01:00
Vincent Lejeune
7da65c15f0 Enable tangents on every lod instance and fix normalmap
This will increase the memory footprint of lod object,
however this is the only way I found to make meshbuffer using
GE_NORMAL_MAP to provide the necessary info to this shader.

Now the pedestal in overlord looks perfectly normal mapped.
2014-01-17 21:55:25 +01:00
vincentlj
986f3a6098 OGL32CTX: Remove implicitly defined uniforms in normalmap
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14982 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:08:23 +00:00
vincentlj
4f36e43b14 Fix unexported FragData
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14797 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-26 18:28:35 +00:00
vincentlj
45db87de8a Merge normals and depth RTT into a single one
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14754 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-23 16:59:55 +00:00
auria
118705f19a Apply patch by Vlj to put normals in eyespace coordinates and reenable normal mapping, thanks!
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14737 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-19 00:13:17 +00:00
auria
5899a26aad Merge cand's graphical improvements branch!! There are many known issues folks, so don't cry victory just now, this is just the beginning. Especially, shadows do not work correctly at this time
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14590 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-11-30 21:33:06 +00:00
curaga
2d50b47f56 Shader space cleanup
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12881 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-06-18 14:35:29 +00:00
auria
4b9d02cc25 Allow combining lightmaps and normal maps
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11428 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-07-22 21:30:47 +00:00
auria
b57ea6a182 Slightly improve normal map shader. It's less physically realistic than before but IMO looks better
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10739 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-29 01:10:57 +00:00
auria
d6221dae92 Use new normal map shader for overworld columns. Remove 2-UV-layer normal map feature, irrlicht just doesn't support it
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10675 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-15 21:52:07 +00:00
auria
93a7099cf9 Minor tweaks to normal maps
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10672 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-15 20:33:18 +00:00
auria
df0232456d Add new fixed normal map shader, thanks to Fabien Sanglard\! (Only for single-UV-mapping atm, i.e. applies to minigolf balls but not overworld columns)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10669 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-15 16:37:15 +00:00
auria
3e440fd88d Improve how normal maps work on movimng objects
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10312 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-12-03 20:09:08 +00:00
auria
35aa87674d Add code to make normal maps work. Joerg: don't worry about this change being done near a release, we have no track atm using this feature, so this code will remain sleeping until, probably, 0.8
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10070 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-11-01 01:52:10 +00:00