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'
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* 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