Vincent Lejeune
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24cd727899
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Add glossytex to textures
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2014-09-19 19:54:00 +02:00 |
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Vincent Lejeune
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1d2c77d86a
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Use ProjectionViewMatrix in glow_object.vert
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2014-09-17 02:12:28 +02:00 |
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Vincent Lejeune
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b769e46a00
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Use texture instead of image in SSAO.
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2014-09-16 15:18:29 +02:00 |
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Vincent Lejeune
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4c6df4821d
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Revert "Do not allow specvalue to be below 0."
This reverts commit 6b4430caaa .
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2014-09-16 00:37:49 +02:00 |
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Vincent Lejeune
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fbb71bca7e
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Revert "Fix negative value inside tonemap"
This reverts commit 16dc973faa .
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2014-09-16 00:37:37 +02:00 |
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Vincent Lejeune
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b5598fda57
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Revert "Force non negative value in bloom"
This reverts commit cb922ed4db .
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2014-09-16 00:37:23 +02:00 |
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vlj
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cb922ed4db
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Force non negative value in bloom
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2014-09-15 22:11:53 +02:00 |
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Vincent Lejeune
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16dc973faa
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Fix negative value inside tonemap
It should be checked before but since it's not always reproducible.
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2014-09-15 01:10:12 +02:00 |
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Vincent Lejeune
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6b4430caaa
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Do not allow specvalue to be below 0.
Just in case it shouldnt be possible anyway.
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2014-09-15 01:06:15 +02:00 |
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Vincent Lejeune
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7c54ac4d81
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Fix second texcoord in instanced_object_pass.vert
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2014-09-14 23:07:10 +02:00 |
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Vincent Lejeune
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dea23d7a69
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Properly reapply HD3000 particle fix
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2014-09-10 18:57:40 +02:00 |
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Vincent Lejeune
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e77b5dddeb
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Revert "Forgot to fix a particle shader for hd3000"
This reverts commit 48fcea8ee8 .
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2014-09-10 18:57:03 +02:00 |
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Vincent Lejeune
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48fcea8ee8
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Forgot to fix a particle shader for hd3000
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2014-09-10 18:09:38 +02:00 |
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Vincent Lejeune
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8fd97615f3
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Fix particle for hd3000
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2014-09-10 01:42:51 +02:00 |
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Vincent Lejeune
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94cd8d5c51
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Avoid some useless computation in some vert shaders
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2014-09-05 23:41:12 +02:00 |
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Vincent Lejeune
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1e172dbf33
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Fix glowobject frag shader
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2014-09-05 22:17:57 +02:00 |
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vlj
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3083df450f
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Gather object in instanced calls
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2014-09-02 23:23:23 +02:00 |
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Vincent Lejeune
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99b110cc99
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Use uvec2 instead of sampler2D
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2014-08-29 01:30:19 +02:00 |
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vlj
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5878cb35ec
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Implement runtime detection of srgb bindless fix
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2014-08-28 22:02:12 +02:00 |
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vlj
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53c52470ee
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Use one call for each shadow cascade instead of a big one.
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2014-08-26 21:56:16 +02:00 |
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Vincent Lejeune
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bf5410b793
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Add unlit instanced shader
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2014-08-26 20:34:59 +02:00 |
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Vincent Lejeune
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cad1efbff1
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Add instanced detail shader
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2014-08-26 20:34:37 +02:00 |
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Vincent Lejeune
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0960f090dc
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Add instanced spheremap shader
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2014-08-26 20:34:26 +02:00 |
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Vincent Lejeune
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7bff68870c
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
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Vincent Lejeune
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6ac3d69471
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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
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Vincent Lejeune
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547018f0ab
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Port PointLight shader
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2014-08-22 00:30:14 +02:00 |
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vlj
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f77695c098
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Add Tangent/Bitangent in instanced object shader.
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2014-08-15 17:15:19 +02:00 |
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Vlj
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7fbe529e6f
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Forget to add Tangent/BiTangent with pre 330
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2014-08-15 02:14:30 +02:00 |
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Vlj
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d3ec1a27ce
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Completly unroll the loop
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2014-08-15 00:02:43 +02:00 |
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Vlj
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4829b8ddd8
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Manually unroll rh shader
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2014-08-14 23:58:11 +02:00 |
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Vincent Lejeune
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f9c692052e
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Try a fix for nvidia and GI
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2014-08-14 21:26:16 +02:00 |
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Vincent Lejeune
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8117260bf6
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Factorise attribute location of simulation program.
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2014-08-13 22:26:52 +02:00 |
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Vincent Lejeune
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dc02eec7b6
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Port particle rendering shaders too.
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2014-08-13 21:04:03 +02:00 |
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Vincent Lejeune
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22137eee88
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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
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Vincent Lejeune
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70b0fce50c
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Add support for instanced normal map mesh.
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2014-08-13 19:20:40 +02:00 |
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Vincent Lejeune
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292aa0cbc4
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Factorize FullScreen shaders invocations.
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2014-08-13 02:01:29 +02:00 |
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Vincent Lejeune
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020e939e2b
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Normalize normals in normal view.
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2014-08-09 21:24:50 +02:00 |
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Vincent Lejeune
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c546b25ae9
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Fix perspective in normal view.
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2014-08-09 21:19:26 +02:00 |
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Vincent Lejeune
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c07aed260a
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Visualize vertex normals in normal view.
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2014-08-09 21:09:31 +02:00 |
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Vincent Lejeune
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bcc2196ccf
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Fix SSAO on splatting material.
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2014-08-09 20:05:49 +02:00 |
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vlj
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496269e73b
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Make SSAO param changeable.
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2014-08-09 18:51:52 +02:00 |
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Vincent Lejeune
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8db09a55cd
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Add Splatting RSM shader type.
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2014-08-08 01:07:55 +02:00 |
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vlj
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60f76ee612
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Fix RSM
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2014-08-07 22:45:25 +02:00 |
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vlj
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6c3aeceb51
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Fix GI
It was using wrong swizzle for depth texture.
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2014-08-07 22:32:42 +02:00 |
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Vincent Lejeune
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95fb3ea580
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Add support moving texture in rsm.
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2014-08-07 20:44:33 +02:00 |
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Vincent Lejeune
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e932638aef
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Port sunlight* shaders to singleton.
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2014-08-07 20:07:03 +02:00 |
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Vincent Lejeune
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87bf242164
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Fix shadows for unlit with alpha ref.
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2014-08-07 02:12:13 +02:00 |
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Vincent Lejeune
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858b789419
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Support vertex color for alpha ref material.
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2014-08-07 02:11:55 +02:00 |
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Vincent Lejeune
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c0d57100a7
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Enable ref + vertex color for unlit mat.
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2014-08-07 01:50:53 +02:00 |
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Vincent Lejeune
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79fba1779e
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Port stkbillboard to singleton shader
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2014-08-07 00:52:44 +02:00 |
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Vincent Lejeune
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ca30bf7d5a
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Add screen fallback in case no ubo are here.
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2014-08-02 01:02:06 +02:00 |
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Vincent Lejeune
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09d0c2eef5
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Forget a shader + remove shader output
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2014-08-02 00:56:36 +02:00 |
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Vincent Lejeune
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58c094917e
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Use an header included in every shaders.
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2014-08-02 00:50:56 +02:00 |
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Vincent Lejeune
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f9c7c3db5e
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Try a fix for intel and kart selection screen.
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2014-07-30 01:25:27 +02:00 |
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Vincent Lejeune
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a35c33e4f6
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Remove ambient
It's already added in the diffuse env pass
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2014-07-29 23:56:48 +02:00 |
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hiker
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c322c507da
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Fix shader error (vlj, please check).
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2014-07-22 13:28:12 +10:00 |
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vlj
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4e079b0e14
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Fixes shader errors reported by Auria
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2014-07-17 02:17:49 +02:00 |
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vlj
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23bc1f9344
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Remove use of texture2d in rh.frag
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2014-07-17 02:11:04 +02:00 |
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vlj
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40a7ab0780
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Raise one of ssao tolerance value.
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2014-07-17 00:12:54 +02:00 |
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vlj
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9230cab9dd
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Add shadow for instanced grass.
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2014-07-15 00:02:17 +02:00 |
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vlj
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ffe77e4aa4
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Port instanced pass2 shaders to singleton
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2014-07-14 23:41:47 +02:00 |
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Vincent Lejeune
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62bf54b8f3
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Simplify displace handling
Should be faster now
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2014-07-14 18:54:40 +02:00 |
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Vincent Lejeune
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f2acac7230
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Inadverly inverted shadow and shadow_grass.vert
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2014-07-13 21:37:12 +02:00 |
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Vincent Lejeune
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54b1ce39e4
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Add Grass shadows.
For non instancing object.
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2014-07-13 21:33:44 +02:00 |
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Vincent Lejeune
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7b9fc60f9c
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Factorise grass material
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2014-07-13 18:56:17 +02:00 |
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Vincent Lejeune
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55a5185796
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Avoid drawing negative color with splatting material.
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2014-07-12 21:25:11 +02:00 |
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Vincent Lejeune
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d7139920ed
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Fix position reconstruction formula in ssao
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2014-07-12 19:54:52 +02:00 |
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vlj
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822c8725dd
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Remove rimlight material
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2014-07-10 01:02:52 +02:00 |
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vlj
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481a5bd0d0
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Fix bubble shader with glsl < 330.
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2014-07-09 17:49:47 +02:00 |
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vlj
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4c3db6ca59
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Mix texture for displace.
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2014-07-09 03:41:08 +02:00 |
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Vincent Lejeune
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ac55a70c83
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Mimic previous motion blur behavior
Depending on zypper + mask on center.
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2014-07-09 02:29:49 +02:00 |
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Vincent Lejeune
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aec31b28dd
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Merge remote-tracking branch 'origin/VAOGatherer'
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2014-07-09 02:17:25 +02:00 |
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samuncle
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1ecaea18b2
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Add a fade out to avoid bokeh on distant objects (stars, moon, planet, background mountain)
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2014-07-09 01:21:31 +02:00 |
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vlj
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6276cafba2
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Use global VAO for rendering
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2014-07-08 18:31:46 +02:00 |
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Vincent Lejeune
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d961a9a8bc
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Fix vertex color for object_pass2
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2014-07-08 01:35:04 +02:00 |
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Vincent Lejeune
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746e910e46
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Remove some Motion Blur unused vars
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2014-07-07 19:25:41 +02:00 |
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Vincent Lejeune
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f23f7b05e5
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Turn motion blur into camera space motion blur
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2014-07-07 18:44:25 +02:00 |
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vlj
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fd5061057d
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Fix for instanced object with default material.
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2014-07-02 22:37:51 +02:00 |
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vlj
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d5c91dcfe4
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Remove Untextured material.
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2014-07-02 22:37:51 +02:00 |
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vlj
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475d738d4b
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Merge remote-tracking branch 'origin/NewRTTMinimap'
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2014-07-02 00:24:03 +02:00 |
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vlj
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b861c3fb73
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Use fixed attribute location for instanced objects.
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2014-06-29 22:19:10 +02:00 |
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vlj
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bc7e2cd517
|
Some cleanups
|
2014-06-29 16:26:12 +02:00 |
|
Vincent Lejeune
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8f59d8cac0
|
Add a weight for vignette.
|
2014-06-28 00:20:44 +02:00 |
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vlj
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bde17a28d5
|
Fix for GL 3.1 context
|
2014-06-27 20:58:52 +02:00 |
|
Marianne Gagnon
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394fb9be9b
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Merge branch 'master' into NewRTTMinimap
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2014-06-26 20:23:02 -04:00 |
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vlj
|
79838bffe3
|
Add 50% transparency to minimap.
|
2014-06-26 00:46:55 +02:00 |
|
vlj
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a93b96d0b1
|
Use UBO matrixes in displace.
|
2014-06-25 01:22:03 +02:00 |
|
vlj
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8e6fba3185
|
Some fixes
|
2014-06-24 23:57:29 +02:00 |
|
vlj
|
948c5e8aa2
|
Use explicit attribute location.
Should help implementing basevertex later, and simplify vao creation a
lot.
|
2014-06-24 23:17:41 +02:00 |
|
vlj
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edc38c9933
|
Use object_pass.vert for transparent objects.
|
2014-06-24 22:20:01 +02:00 |
|
vlj
|
d2fc258124
|
Tweak ssao (again)
Random factor is less perdicable, no more spiral.
|
2014-06-23 01:03:55 +02:00 |
|
vlj
|
f76cd6e7a9
|
Implement bilateral with fragment codepath.
|
2014-06-22 18:04:46 +02:00 |
|
vlj
|
8f5dd6edae
|
Some tweak to ssao.
|
2014-06-22 18:04:46 +02:00 |
|
Vincent Lejeune
|
3219e564d0
|
Implemented bilateral for compute path.
|
2014-06-22 18:04:45 +02:00 |
|
vlj
|
7e8486d670
|
Merge remote-tracking branch 'origin/shadowdebug'
|
2014-06-22 02:21:15 +02:00 |
|
Vincent Lejeune
|
71969acd22
|
Use a precomputed invmatrix in gi.frag
(General) matrix inversion is costly, it's better if it's done a single
time on cpu. Improve performance.
|
2014-06-20 23:10:31 +02:00 |
|
Vincent Lejeune
|
32e6942b55
|
Merge branch 'master' into shadowdebug
|
2014-06-18 01:02:51 +02:00 |
|
Vincent Lejeune
|
e2ef26e667
|
Add wireframe frustrum view.
|
2014-06-18 00:27:03 +02:00 |
|
hiker
|
f1c8fcc6d4
|
Fix 1366.
|
2014-06-15 22:14:50 +10:00 |
|
samuncle
|
08369d1fcb
|
Added a new particle system for the torches and bring back the vignette
|
2014-06-14 00:42:57 +02:00 |
|