Commit Graph

36 Commits

Author SHA1 Message Date
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
vlj
91c4e9de94 Fix orientations. 2014-03-29 02:19:08 +01:00
vlj
1bac60c48a Attempt to fix orientations. 2014-03-29 02:04:20 +01:00
vlj
ca1a1e37d9 Fix normals for normal object. 2014-03-29 01:22:08 +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