145 Commits

Author SHA1 Message Date
vlj
5b8b1a8b57 Temporary comment out exposure/lwhite settings 2014-04-25 00:29:33 +02:00
vlj
ef07b25202 Make possible to tweak exposure/lwhite in adm 2014-04-24 17:47:17 +02:00
vlj
b939d06be5 Properly add Depth of Field 2014-04-23 22:08:37 +02:00
vlj
fb56a4086f Fix normalmap roughness 2014-04-23 18:09:48 +02:00
vlj
8947242de4 Add proper tonemap, although disabled.
It currently generates way too much HDR.
2014-04-21 01:52:44 +02:00
vlj
fde29887f0 Fix roughness in instanced mesh. 2014-04-20 01:24:38 +02:00
vlj
a457b9f423 Shadows: Clean shaders. 2014-04-20 00:04:49 +02:00
vlj
dd3e15b298 Debug: display cascade in shadow debug mode 2014-04-19 23:57:27 +02:00
Vincent Lejeune
d7eaaf4885 Add a m_ubo_disabled switch in user config file.
This should be used to workaround a bug in intel windows drivers.
2014-04-19 18:38:57 +02:00
vlj
3828e70f5a Fix for glow effect 2014-04-12 02:15:02 +02:00
hiker
df88a013c2 Fixed more conflicts, removed compiler warnings. 2014-04-11 08:14:38 +10:00
hiker
54c7d67b90 Merge branch 'master' of github.com:supertuxkart/stk-code
Conflicts:
	src/graphics/render.cpp
	src/graphics/shaders.cpp
	src/graphics/stkmesh.cpp
2014-04-11 08:08:13 +10:00
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
hiker
481b5f22bb Fixed compiler warnings. 2014-04-09 19:07:58 +10:00
Vincent Lejeune
55489bc188 Use UBO instead of copying Shadow VP matrixes. 2014-04-08 21:45:04 +02:00
Vincent Lejeune
4f92d9bc6b Remove unused code. 2014-04-08 13:49:13 +02:00
Vincent Lejeune
8fc3453eda Fix instancied glossy map. 2014-04-07 22:29:06 +02:00
vlj
e00ce85d7c Support FresnelSchlick factor. 2014-04-07 21:35:10 +02:00
vlj
79c6424703 Use specularmap as glossiness map. 2014-04-07 21:35:09 +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
Vincent Lejeune
33b44c8c97 Port MLAA to new pipeline. 2014-04-03 00:14:58 +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
551e6cc9c8 Add support for alpha ref instancied materials. 2014-03-31 19:16:26 +02:00
Vincent Lejeune
bb311618e3 Instancing: Add support for scale transformation. 2014-03-31 18:10:45 +02:00
Vincent Lejeune
35f91e73ca Merge branch 'properlinearpipeline'
* properlinearpipeline:
  Disable auto exposure for now.
  Using formula from an article suggested by samuncle
  Improve bright attenuation although not perfect
  Plug in brightness adaptation
  Add some code to average log luminance.
  Write a shader to convert CIE to RGB.
  Factorize luminance computation.
  Improve ao and bloom.
  Remove some unused code
  Fix negative value that introduces a bug on nvidia
  Expand HDR use.
  Convert texture from srgb and use srgb fbo
2014-03-31 17:26:08 +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
Vincent Lejeune
881d0b9954 Factorize luminance computation. 2014-03-31 17:24:53 +02:00
Vincent Lejeune
1481a110a5 Use utils function for renderbloom/blend 2014-03-30 20:49:14 +02:00
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
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
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
Vincent Lejeune
9fef40318e Fixes for grass instancied material. 2014-03-25 00:09:32 +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
c0b2b23692 Factorise cubevbo/vao in shader.cpp 2014-03-22 23:09:33 +01:00
Vincent Lejeune
29749d5dbd Merge commit 'f3e2da881a4d394c4ca902548e788f5b4c0bdd81'
* commit 'f3e2da881a4d394c4ca902548e788f5b4c0bdd81':
  Do not build shadow shader without gs support.
  Add a function to query supported glsl ver
  Some drivers dont support const array
2014-03-22 18:54:51 +01:00
Vincent Lejeune
f3e2da881a Do not build shadow shader without gs support. 2014-03-22 18:36:21 +01:00
Vincent Lejeune
340eaa9352 Factorize getLightFactor 2014-03-21 18:36:47 +01:00