Commit Graph

264 Commits

Author SHA1 Message Date
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
73755a3431 clamp overload was ambiguous. 2014-03-23 01:09:14 +01:00
samuncle
f7f3cb1cbe Add depth of field to the color_level shader. As vincent requested. Something cleaner need to be done 2014-03-23 00:59:06 +01:00
vlj
6538d16eb3 Fix a shader compile failure on nvidia. 2014-03-22 22:32:52 +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
ae3cf30070 Add a function to query supported glsl ver 2014-03-22 18:36:20 +01:00
Vincent Lejeune
aa39246404 Some drivers dont support const array 2014-03-22 18:36:19 +01:00
Vincent Lejeune
340eaa9352 Factorize getLightFactor 2014-03-21 18:36:47 +01:00
Vincent Lejeune
01b88fde9d Factorize DecodeNormal from misc shaders. 2014-03-21 18:17:21 +01:00
Vincent Lejeune
77e5f413c7 Factorize EncodeNormal from Pass1 shaders. 2014-03-21 18:10:54 +01:00
vlj
f06ad3c785 Reenable transparent + fog material. 2014-03-20 18:25:44 +01:00
Vincent Lejeune
9a6d15a865 Attempt to fix skidding mark's color 2014-03-19 01:25:54 +01:00
Vincent Lejeune
dd5997d277 Start working on instancing library node 2014-03-18 23:47:53 +01:00
Marianne Gagnon
0425cf2ef4 Implement color variation in particle system 2014-03-15 13:35:51 -04:00
Vincent Lejeune
0c5d5ce96e IBL: Fix sampling ignoring cubemap rotation 2014-03-14 16:51:07 +01:00
Vincent Lejeune
740c251808 Use Instancing for lights. 2014-03-14 16:51:06 +01:00
Vincent Lejeune
e9e60339bf Fix non compiling shader on mesa 2014-03-09 21:06:02 +01:00
Vincent Lejeune
8600d3bc61 IBL: Spheremap now reflects skybox 2014-03-04 23:37:45 +01:00
Vincent Lejeune
391053e368 IBL: Implement IBL 2014-03-04 23:28:24 +01:00
Vincent Lejeune
718c1cacb0 Improved caustics effect. 2014-03-04 22:30:33 +01:00
Vincent Lejeune
c93c921028 STKMesh: Support caustic material. 2014-03-04 18:42:33 +01:00
Vincent Lejeune
e1d879a1f2 STKMesh: Improve displace effect. 2014-03-03 23:59:12 +01:00
samuncle
7393fa0603 Add an attenuation based on depth 2014-03-03 16:38:26 +01:00
samuncle
ee76d9b579 Reduce the brightness of the vignette 2014-03-03 15:19:22 +01:00
samuncle
4b92ee1716 Add a vignette to simulate a real camera 2014-03-03 14:12:56 +01:00
Vincent Lejeune
9f83b1ab76 Remove unneeded varying in sky.frag. 2014-03-02 17:50:42 +01:00
Vincent Lejeune
da4896c3d8 SSAO: tweak fade distance. 2014-03-01 22:50:22 +01:00
Vincent Lejeune
baba5f79d1 Remove some unused shaders. 2014-02-28 17:30:25 +01:00
Vincent Lejeune
af862cb6c5 #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
Vincent Lejeune
108e82afc2 Fix Sara's moving textures. 2014-02-27 01:49:03 +01:00
Vincent Lejeune
9941b18d7f Rework moving textures support. 2014-02-27 01:22:34 +01:00
Vincent Lejeune
7532ea1768 Skybox: Do some cleaning. 2014-02-26 22:28:06 +01:00
Vincent Lejeune
9ffa4681d3 Better when actually include the shaders. 2014-02-26 21:53:29 +01:00
Vincent Lejeune
2d1acf5353 Godray: improve the effect and its stability. 2014-02-23 20:16:03 +01:00
Vincent Lejeune
04fc4c3be7 Reenable Godray (on all track atm) 2014-02-23 20:02:15 +01:00
Vincent Lejeune
778cdcf3ce Godray/Godfade now declared in new pipeline. 2014-02-23 18:59:24 +01:00
Vincent Lejeune
a00abffb01 MotionBlur: Use direct GL calls. 2014-02-23 00:13:22 +01:00
Vincent Lejeune
8ba0fcb8e0 STKMesh: Transparent texture can move now. 2014-02-20 18:31:00 +01:00
Vincent Lejeune
40c4155bd2 STKMesh: Support for (non ref) moving texture 2014-02-20 00:01:02 +01:00
samuncle
073a049389 Correction of a syntax error 2014-02-17 22:36:00 +01:00
Vincent Lejeune
e5a174d85b Add compatibility keyword on and remove some unused shaders 2014-02-17 15:34:57 +01:00
Vincent Lejeune
d5d57bbae0 Shadows: Softer edge and smoother cascade transitions 2014-02-15 20:45:47 +01:00
Vincent Lejeune
57079cbff5 Shaders: Declare penumbraH/V and shadowgen 2014-02-12 23:32:18 +01:00
Vincent Lejeune
0243546e4d Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
Vincent Lejeune
70f89a8bce Shadow: Use 4 cascades.
Now that we use GS and textures array it's easier to add a cascade.
4 is still not optimal but I'd like to avoid cascade count inflation as
much as possible ; 4 x 1024x1024 has the bandwidth requirement of the
single 2048x2048 shadowmaps we previously had.
2014-02-11 21:49:46 +01:00
Vincent Lejeune
934d1f10b8 Shadow: Use Geometry Shader for better perfs.
The 3 cascades are now rendered in a single pass, using 2D array texture and
a GS to do the dispatch ("layered rendering").
It's possible to use instancing instead but it requires the AMD_vertex_shader_layer
extension which is oddly part of opengl 4.2.
2014-02-11 21:07:44 +01:00
Vincent Lejeune
c8844486fa Shadow: Tweak bias 2014-02-10 15:58:09 +01:00
Vincent Lejeune
515bcbc750 Shadow: very crude csm support 2014-02-10 15:42:17 +01:00
Vincent Lejeune
19d490a26d Lights: Remove unused export value. 2014-02-09 21:18:15 +01:00