Deve
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8a288f05ff
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Implement lightning effect using shaders
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2015-10-31 01:00:48 +01:00 |
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Elderme
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0fc3d3336e
|
removed useless varying in rhpassthrough.geom shader
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2015-10-05 21:22:22 +02:00 |
|
samuncle
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26298e9e1a
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Add several new particle effect and correct the bug to enable emit map & alpha testing
|
2015-09-29 20:08:56 +02:00 |
|
Elderme
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0b748634ae
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Removed calls to resizeBox for nitro emitter
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2015-08-13 18:15:34 +02:00 |
|
Elderme
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01c8b25cb6
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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)
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2015-08-13 14:53:45 +02:00 |
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samuncle
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9087d0f837
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Increase the strenght of the lens dust
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2015-07-27 02:00:34 +02:00 |
|
samuncle
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1ca6339589
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Add color to the lens dust
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2015-07-26 05:30:29 +02:00 |
|
samuncle
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51bd87d303
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ground work for lens dust
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2015-07-26 04:48:29 +02:00 |
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samuncle
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d95f9d844d
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put into comment the blue lens flare if we need in the future
|
2015-07-26 01:51:28 +02:00 |
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samuncle
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12b1ea5a6c
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Turn on color for lens flare
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2015-07-26 01:46:19 +02:00 |
|
hiker
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4d6a9726b6
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Renamed shader.
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2015-05-21 16:37:59 +10:00 |
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hiker
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dc8361b941
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Fixed spelling of shader.
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2015-05-21 11:19:40 +10:00 |
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hiker
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52017e31ea
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Removed unused shader.
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2015-05-19 16:36:24 +10:00 |
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hiker
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e337b72789
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Moved *Detailed* shader into render_geometry, renamed all detailled
to detailed.
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2015-05-11 17:17:08 +10:00 |
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hiker
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d09f6d3c7a
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Revert "Clean bloomblending since it's not used anymore"
This reverts commit 2206f8ad5c .
Conflicts:
src/graphics/post_processing.cpp
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2015-03-16 08:49:36 +11:00 |
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hiker
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d9375c9a43
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Revert 65cb55add4 (Make bloom less
pixelated using Intel doc) since it causes crashes on hd3000.
|
2015-03-16 08:37:59 +11:00 |
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auriamg
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cb5670c843
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Merge pull request #1994 from Flakebi/credits
Fix transparency of fallback characters
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2015-02-28 19:00:45 -05:00 |
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Deve
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988f5ea933
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Hopefully proper fix for #2007
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2015-02-26 20:16:39 +01:00 |
|
Vincent Lejeune
|
26b38a3afe
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GodRay use correct screencoord
|
2015-02-24 22:29:31 +01:00 |
|
Vincent Lejeune
|
419b96c068
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Do not use extra uv for mlaa
|
2015-02-24 22:08:49 +01:00 |
|
Vincent Lejeune
|
bcffedc186
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Start working on proper SDSM
|
2015-02-23 22:35:53 +01:00 |
|
Vincent Lejeune
|
2206f8ad5c
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Clean bloomblending since it's not used anymore
|
2015-02-23 22:11:57 +01:00 |
|
Vincent Lejeune
|
06f0188a5b
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Fix passthrough shader
It was not using half coordinate center
|
2015-02-23 22:02:32 +01:00 |
|
Vincent Lejeune
|
65cb55add4
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Make bloom less pixelated using Intel doc
|
2015-02-23 21:41:22 +01:00 |
|
Vincent Lejeune
|
13a2f9f597
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First part of #1988 fix
|
2015-02-22 20:31:14 +01:00 |
|
Flakebi
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a371338c14
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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
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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 |
|