Commit Graph
56 Commits
Author SHA1 Message Date
Deve af98b526d6 Give few more fps in GLES renderer by pre-computing diffuse/specular color 2017-03-28 22:15:33 +02:00
Deve a7f0d3762c Some fixes for GLES renderer.
- Don't use BGRA format at all. It doesn't work with non-typical cases (i.e. with srgb or compressed textures) and also casues artifacts on some android devices. I kept the extension in central settings, but it probably won't be used.
- Use sRGB texture format when advanced lighting is enabled. This makes it closer to the original OpenGL renderer and also avoids to have even more #ifdef's for sRGB conversions.
- Keep RGBA textures for non-advanced lighting to make it simpler.

Now advanced lighting in GLES looks almost the same as in OpenGL 3.x (without shadows/GI)
2017-03-25 22:23:46 +01:00
Deve 68a99fd38b Fixed sRGB for GLES renderer.
It's a bit ugly solution because we should handle it properly in one place and not add another sRGB correction... But it's already working solution and it doesn't affect the OpenGL renderer, so we can use it until better fix will be done.
Now the GLES renderer looks almost the same as the original OpenGL 3.x one :)
2017-02-11 23:56:44 +01:00
Deve 886382bb54 Merge remote-tracking branch 'origin/master' into gles 2016-07-11 23:43:10 +02:00
deve 964baad705 Some fixes 2016-06-27 13:39:20 +02:00
deve d5e30ee41e Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
Benau 892bc490f7 Make shaders run as efficient as possible 2016-06-27 13:49:27 +08:00
Benau 416050a923 Use a more simple way to render red/blue karts 2016-06-26 07:14:11 +08:00
Benau 2f217fd55b Allow render red or blue karts in soccer mode using shader 2016-06-25 16:29:54 +08:00
Vincent Lejeune 70e8b4c854 When there are 8 lod level, 7 is the max 2015-01-15 19:52:48 +01:00
Vincent Lejeune 3bcdc04279 Fix precision issue in CIE/RGB conversions 2015-01-12 20:05:16 +01:00
Vincent Lejeune d8b3cf9c8f Factorise MRP 2014-12-27 03:22:06 +01:00
Vincent Lejeune c4e5a720f7 Do not undefine builtin macros. 2014-12-18 22:09:14 +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
Vincent Lejeune d50dde4c97 Revert "Try to fix ibl precision issue"
This reverts commit 1cf592394b.
2014-12-14 02:48:47 +01:00
Vincent Lejeune 1cf592394b Try to fix ibl precision issue 2014-12-13 22:35:46 +01:00
samuncle cb8017cae1 clamping values to avoid pink specularity 2014-12-10 03:02:36 +01:00
Vincent Lejeune d97b9f2d0e Clamp SpecularIBL value on positive range 2014-12-09 01:33:58 +01:00
Vincent Lejeune 6041c48fbe Source DiffuseIBL algorithm 2014-12-07 21:37:16 +01:00
Vincent Lejeune a094bbae19 Factorize DiffuseIBL and SpecularIBL 2014-12-07 19:10:22 +01:00
Vincent Lejeune 1e2656dc88 Use clamp instead of max(0, dot(normalized, normalized))
Should help GLSL compiler to optimize them.
2014-12-05 17:51:18 +01:00
Vincent Lejeune fd2da4085b Rename some shader to improve their meaning 2014-12-05 00:20:16 +01:00
Vincent Lejeune 23b781e7dd Move glossmap formula to getspecular shader 2014-12-05 00:09:15 +01:00
samuncle 91736e1941 Add the support for emit map. For the moment it's only for solid objects 2014-11-22 15:59:22 +01:00
Vincent Lejeune 79e5e9f880 Revert "Use f0 in fresnel schlick"
This reverts commit acdafc5566.
2014-11-21 02:09:02 +01:00
Vincent Lejeune 593f462ec5 Revert "Use color for specular"
This reverts commit fcba1dab86.
2014-11-21 02:09:00 +01:00
Vincent Lejeune fcba1dab86 Use color for specular 2014-11-20 22:57:32 +01:00
Vincent Lejeune acdafc5566 Use f0 in fresnel schlick 2014-11-20 22:51:22 +01:00
Vincent Lejeune 0db951f374 Try to emulate enery conservation 2014-10-05 21:53:06 +02:00
Vincent Lejeune 88954a5d88 Prepare shader for specmap value 2014-10-05 02:12:04 +02:00
vlj 58e1b73752 Fix bloom computation 2014-09-24 01:19:37 +02:00
Vincent Lejeune 4c6df4821d Revert "Do not allow specvalue to be below 0."
This reverts commit 6b4430caaa.
2014-09-16 00:37:49 +02:00
Vincent Lejeune 6b4430caaa Do not allow specvalue to be below 0.
Just in case it shouldnt be possible anyway.
2014-09-15 01:06:15 +02:00
Vincent Lejeune 94cd8d5c51 Avoid some useless computation in some vert shaders 2014-09-05 23:41:12 +02:00
Vincent Lejeune 6ac3d69471 Play with bindless textures 2014-08-22 23:48:28 +02:00
Vincent Lejeune 09d0c2eef5 Forget a shader + remove shader output 2014-08-02 00:56:36 +02:00
Vincent Lejeune f9c7c3db5e Try a fix for intel and kart selection screen. 2014-07-30 01:25:27 +02:00
Vincent Lejeune a35c33e4f6 Remove ambient
It's already added in the diffuse env pass
2014-07-29 23:56:48 +02:00
vlj 883b39591f Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
vlj 2a1623d8ca Use a more efficient screen to view conversion
Also use the opportunity to use UBO where possible.
2014-05-02 18:11:34 +02:00
Vincent Lejeune b0e56ca2b0 Use some diffent value/equation for tonemap 2014-04-22 02:29:22 +02:00
vlj 2e1b0ac9f4 Avoid negative value when Yxy->RGB 2014-04-21 02:19:09 +02:00
vlj e00ce85d7c Support FresnelSchlick factor. 2014-04-07 21:35:10 +02:00
Vincent Lejeune bb311618e3 Instancing: Add support for scale transformation. 2014-03-31 18:10:45 +02:00
vlj af93a04987 Improve bright attenuation although not perfect 2014-03-31 17:25:03 +02:00
vlj a2ab6fc80c Write a shader to convert CIE to RGB. 2014-03-31 17:25:01 +02:00
Vincent Lejeune 881d0b9954 Factorize luminance computation. 2014-03-31 17:24:53 +02:00
vlj 8fc383206f Improve ao and bloom. 2014-03-30 23:47:19 +02:00