Vincent Lejeune
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6041c48fbe
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Source DiffuseIBL algorithm
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2014-12-07 21:37:16 +01:00 |
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Vincent Lejeune
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a094bbae19
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Factorize DiffuseIBL and SpecularIBL
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2014-12-07 19:10:22 +01:00 |
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Vincent Lejeune
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1e2656dc88
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Use clamp instead of max(0, dot(normalized, normalized))
Should help GLSL compiler to optimize them.
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2014-12-05 17:51:18 +01:00 |
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Vincent Lejeune
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fd2da4085b
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Rename some shader to improve their meaning
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2014-12-05 00:20:16 +01:00 |
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Vincent Lejeune
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23b781e7dd
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Move glossmap formula to getspecular shader
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2014-12-05 00:09:15 +01:00 |
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samuncle
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91736e1941
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Add the support for emit map. For the moment it's only for solid objects
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2014-11-22 15:59:22 +01:00 |
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Vincent Lejeune
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79e5e9f880
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Revert "Use f0 in fresnel schlick"
This reverts commit acdafc5566 .
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2014-11-21 02:09:02 +01:00 |
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Vincent Lejeune
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593f462ec5
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Revert "Use color for specular"
This reverts commit fcba1dab86 .
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2014-11-21 02:09:00 +01:00 |
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Vincent Lejeune
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fcba1dab86
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Use color for specular
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2014-11-20 22:57:32 +01:00 |
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Vincent Lejeune
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acdafc5566
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Use f0 in fresnel schlick
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2014-11-20 22:51:22 +01:00 |
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Vincent Lejeune
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0db951f374
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Try to emulate enery conservation
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2014-10-05 21:53:06 +02:00 |
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Vincent Lejeune
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88954a5d88
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Prepare shader for specmap value
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2014-10-05 02:12:04 +02:00 |
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vlj
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58e1b73752
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Fix bloom computation
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2014-09-24 01:19:37 +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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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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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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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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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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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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vlj
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883b39591f
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Width and height are passed by UBO
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2014-05-17 02:39:55 +02:00 |
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vlj
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2a1623d8ca
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Use a more efficient screen to view conversion
Also use the opportunity to use UBO where possible.
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2014-05-02 18:11:34 +02:00 |
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Vincent Lejeune
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b0e56ca2b0
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Use some diffent value/equation for tonemap
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2014-04-22 02:29:22 +02:00 |
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vlj
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2e1b0ac9f4
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Avoid negative value when Yxy->RGB
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2014-04-21 02:19:09 +02:00 |
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vlj
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e00ce85d7c
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Support FresnelSchlick factor.
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2014-04-07 21:35:10 +02:00 |
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Vincent Lejeune
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bb311618e3
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Instancing: Add support for scale transformation.
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2014-03-31 18:10:45 +02:00 |
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vlj
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af93a04987
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Improve bright attenuation although not perfect
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2014-03-31 17:25:03 +02:00 |
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vlj
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a2ab6fc80c
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Write a shader to convert CIE to RGB.
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2014-03-31 17:25:01 +02:00 |
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Vincent Lejeune
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881d0b9954
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Factorize luminance computation.
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2014-03-31 17:24:53 +02:00 |
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vlj
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8fc383206f
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Improve ao and bloom.
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2014-03-30 23:47:19 +02:00 |
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vlj
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91c4e9de94
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Fix orientations.
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2014-03-29 02:19:08 +01:00 |
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vlj
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1bac60c48a
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Attempt to fix orientations.
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2014-03-29 02:04:20 +01:00 |
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vlj
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ca1a1e37d9
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Fix normals for normal object.
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2014-03-29 01:22:08 +01:00 |
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Vincent Lejeune
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340eaa9352
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Factorize getLightFactor
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2014-03-21 18:36:47 +01:00 |
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Vincent Lejeune
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01b88fde9d
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Factorize DecodeNormal from misc shaders.
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2014-03-21 18:17:21 +01:00 |
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Vincent Lejeune
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77e5f413c7
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Factorize EncodeNormal from Pass1 shaders.
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2014-03-21 18:10:54 +01:00 |
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