Deve
d13716a917
Initial linux version.
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Currently works only with irrlicht-based renderer because shaders are not ported yet.
2016-06-24 02:47:13 +02:00
Elderme
b359e8f9fd
Merged with master, solved conflicts
2016-06-18 19:28:54 +02:00
Deve
cc92ee6ef3
One more tweak in SSAO.
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Just use mod(x, 6.283185307179586) as suggested by mesa developer, instead converting it to degrees and back to radians.
2016-05-26 11:48:57 +02:00
Deve
cee0de3af3
Fixed a bug in my previous commit.
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I forgot that sin and cos functions want angle value in radians.
Now the code looks a bit ugly, but generates proper values.
2016-05-26 02:39:35 +02:00
Deve
cdae595724
Fixed SSAO on intel.
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In ssao.frag we are computing theta valaue and it looks that intel driver doesn't like too big values for sinus and cosinus computations.
I just used modulo 360 to store lower angle values in theta variable.
2016-05-25 23:16:01 +02:00
Deve
58f7424b4f
Add a workaround for skybox.
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The problem was with shader-based pipeline with disabled "advanced effects" in options.
In this case we don't use RTTs and gl_FragCoord contains values in range of whole window. So fo 2 players we still get gl_FragCoord.y = 0..window_size instead of gl_FragCoord.y = 0..window_size/2.
The easiest way to solve it seems to be modulo it by current viewport size. It should be compatible with advanced pipeline as well as single-player games.
Atm. I'm not sure if this should be applied to 0.9.2 branch. It should work fine, but needs some testing.
2016-05-08 21:39:50 +02:00
Deve
62ea873373
Fixed compute shaders on mesa.
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It was reporting an error:
[error ] GLWrap: Error in shader gaussian6h.comp
[error ] GLWrap: 0:77(1): error: storage qualifiers must come after precise, invariant, interpolation, layout and auxiliary storage qualifiers
2016-05-03 21:48:21 +02:00
Deve
8a288f05ff
Implement lightning effect using shaders
2015-10-31 01:00:48 +01:00
Elderme
0fc3d3336e
removed useless varying in rhpassthrough.geom shader
2015-10-05 21:22:22 +02:00
samuncle
26298e9e1a
Add several new particle effect and correct the bug to enable emit map & alpha testing
2015-09-29 20:08:56 +02:00
Elderme
0b748634ae
Removed calls to resizeBox for nitro emitter
2015-08-13 18:15:34 +02:00
Elderme
01c8b25cb6
When the particles position is computed, the position of the emitter in both current and previous frames is now taken into account. There is no more visual artifact when the particles velocity and emitter velocity are not aligned (for example with nitro particles when a kart is skidding)
2015-08-13 14:53:45 +02:00
samuncle
9087d0f837
Increase the strenght of the lens dust
2015-07-27 02:00:34 +02:00
samuncle
1ca6339589
Add color to the lens dust
2015-07-26 05:30:29 +02:00
samuncle
51bd87d303
ground work for lens dust
2015-07-26 04:48:29 +02:00
samuncle
d95f9d844d
put into comment the blue lens flare if we need in the future
2015-07-26 01:51:28 +02:00
samuncle
12b1ea5a6c
Turn on color for lens flare
2015-07-26 01:46:19 +02:00
hiker
4d6a9726b6
Renamed shader.
2015-05-21 16:37:59 +10:00
hiker
dc8361b941
Fixed spelling of shader.
2015-05-21 11:19:40 +10:00
hiker
52017e31ea
Removed unused shader.
2015-05-19 16:36:24 +10:00
hiker
e337b72789
Moved *Detailed* shader into render_geometry, renamed all detailled
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to detailed.
2015-05-11 17:17:08 +10:00
hiker
d09f6d3c7a
Revert "Clean bloomblending since it's not used anymore"
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This reverts commit 2206f8ad5c
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Conflicts:
src/graphics/post_processing.cpp
2015-03-16 08:49:36 +11:00
hiker
d9375c9a43
Revert 65cb55add4
(Make bloom less
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pixelated using Intel doc) since it causes crashes on hd3000.
2015-03-16 08:37:59 +11:00
auriamg
cb5670c843
Merge pull request #1994 from Flakebi/credits
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Fix transparency of fallback characters
2015-02-28 19:00:45 -05:00
Deve
988f5ea933
Hopefully proper fix for #2007
2015-02-26 20:16:39 +01:00
Vincent Lejeune
26b38a3afe
GodRay use correct screencoord
2015-02-24 22:29:31 +01:00
Vincent Lejeune
419b96c068
Do not use extra uv for mlaa
2015-02-24 22:08:49 +01:00
Vincent Lejeune
bcffedc186
Start working on proper SDSM
2015-02-23 22:35:53 +01:00
Vincent Lejeune
2206f8ad5c
Clean bloomblending since it's not used anymore
2015-02-23 22:11:57 +01:00
Vincent Lejeune
06f0188a5b
Fix passthrough shader
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It was not using half coordinate center
2015-02-23 22:02:32 +01:00
Vincent Lejeune
65cb55add4
Make bloom less pixelated using Intel doc
2015-02-23 21:41:22 +01:00
Vincent Lejeune
13a2f9f597
First part of #1988 fix
2015-02-22 20:31:14 +01:00
Flakebi
a371338c14
Fix transparency of fallback characters
2015-02-21 18:06:27 +01:00
Vincent Lejeune
9641380171
Fix billboard transparency
2015-02-19 00:44:21 +01:00
Vincent Lejeune
56f1dff65d
Split scattering function in ambiant/point light part
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This fix #1913
2015-01-24 20:00:04 +01:00
Vincent Lejeune
73a20508ef
Remove unused shaders
2015-01-17 02:49:48 +01:00
Vincent Lejeune
f22cf2a05e
Use a fullscreen pass for skybox
2015-01-15 20:50:19 +01:00
Vincent Lejeune
70e8b4c854
When there are 8 lod level, 7 is the max
2015-01-15 19:52:48 +01:00
Vincent Lejeune
08cb4b4297
Fix tangent/bitangent computation
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Shouldn't make any difference since we don't rescale that much
2015-01-12 23:01:35 +01:00
Vincent Lejeune
cfbbeef441
Clamp lod level in SSAO shader later.
2015-01-12 22:47:53 +01:00
Vincent Lejeune
95e2213b1e
SSAO can me 0 sometimes
2015-01-12 20:13:11 +01:00
Vincent Lejeune
b8ab68b31a
Fix precision issue in SSAO
2015-01-12 20:05:40 +01:00
Vincent Lejeune
3bcdc04279
Fix precision issue in CIE/RGB conversions
2015-01-12 20:05:16 +01:00
Vincent Lejeune
019ec344fe
Allow to reduce shadow resolution
2015-01-11 00:45:38 +01:00
Vincent Lejeune
cc43861896
Tangent/Bitangent direction only matters.
2015-01-07 21:51:23 +01:00
Vincent Lejeune
3451d4e9a0
Add a ESM/PCF switch
2015-01-01 20:06:34 +01:00
Vincent Lejeune
883ab43e29
Assume __VERSION >= 130 everywhere
2015-01-01 03:18:13 +01:00
Vincent Lejeune
d8b3cf9c8f
Factorise MRP
2014-12-27 03:22:06 +01:00
Vincent Lejeune
e42cdc5d64
Used #ifndef in header.txt
2014-12-27 03:21:55 +01:00
samuncle
c54fed411f
Merge branch 'master' of https://github.com/supertuxkart/stk-code
2014-12-21 09:58:06 +01:00
samuncle
b54ddb9828
Add emit map to object pass 2 shader
2014-12-21 09:58:03 +01:00
Vincent Lejeune
c4e5a720f7
Do not undefine builtin macros.
2014-12-18 22:09:14 +01:00
Vincent Lejeune
84cf087ae6
Forget to update grass pass 2 sun location
2014-12-16 02:10:26 +01:00
Vincent Lejeune
7aa7e2d148
Factorise sun color/position
2014-12-15 23:09:19 +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"
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This reverts commit 1cf592394b
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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
Vincent Lejeune
7872bc7860
Fix image format for bilateral blur
2014-12-13 22:28:16 +01:00
Vincent Lejeune
1c05d9ef68
Port colored lines too
2014-12-11 01:44:58 +01:00
Vincent Lejeune
db6600a687
Frustrum shader is updated to new system
2014-12-11 01:19:17 +01:00
samuncle
cb8017cae1
clamping values to avoid pink specularity
2014-12-10 03:02:36 +01:00
Vincent Lejeune
a8ce996047
Revert "Simplify sunlight shadow shader."
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This reverts commit cc7f95163c
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2014-12-09 21:20:55 +01:00
Vincent Lejeune
cc7f95163c
Simplify sunlight shadow shader.
2014-12-09 19:00:21 +01:00
Vincent Lejeune
c91c04c862
Same for shadow blur pass
2014-12-09 18:54:27 +01:00
Vincent Lejeune
b24fd621a5
Precompute coefficient in gaussian blur pass
2014-12-09 18:43:48 +01:00
Vincent Lejeune
d97b9f2d0e
Clamp SpecularIBL value on positive range
2014-12-09 01:33:58 +01:00
Vincent Lejeune
2667791621
Tweak IBL
2014-12-08 19:36:23 +01:00
Vincent Lejeune
72fdf816e7
Fix Importance sampling
2014-12-08 19:16:26 +01:00
Vincent Lejeune
2b0680d92d
Use texture buffer instead of uniform for samples
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Should fix nvidia glsl error
2014-12-08 18:24:43 +01:00
Vincent Lejeune
6041c48fbe
Source DiffuseIBL algorithm
2014-12-07 21:37:16 +01:00
Vincent Lejeune
a320eebece
Cleanup tonemap shader
2014-12-07 21:27:26 +01:00
Vincent Lejeune
a094bbae19
Factorize DiffuseIBL and SpecularIBL
2014-12-07 19:10:22 +01:00
Vincent Lejeune
e491422bdc
Weight sample in importance sampling
2014-12-07 18:26:51 +01:00
Vincent Lejeune
1e2656dc88
Use clamp instead of max(0, dot(normalized, normalized))
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Should help GLSL compiler to optimize them.
2014-12-05 17:51:18 +01:00
Vincent Lejeune
8f3b8cf448
Implement specular IBL properly
2014-12-05 16:42:49 +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
Vincent Lejeune
354dad7392
Fix an error when indirect instancing is not supported
2014-12-01 01:46:50 +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
d426a395bb
Use old formula for glossmap
2014-11-22 02:03:20 +01:00
Vincent Lejeune
f3a637fb99
Fix sun area light
2014-11-21 02:44:27 +01:00
Vincent Lejeune
79e5e9f880
Revert "Use f0 in fresnel schlick"
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This reverts commit acdafc5566
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2014-11-21 02:09:02 +01:00
Vincent Lejeune
593f462ec5
Revert "Use color for specular"
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This reverts commit fcba1dab86
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2014-11-21 02:09:00 +01:00
Vincent Lejeune
4a8afd2d40
Implement sun as an disk area light.
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Solid angle is defaulted to sun's one.
2014-11-21 01:54:30 +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
bcd3452b70
Remove bubble shaders
2014-11-20 22:05:19 +01:00
Vincent Lejeune
a78b889b05
Modelise Beer Lambert absorption for fog
2014-11-20 21:23:33 +01:00
Vincent Lejeune
c594295288
Tweak shadow blur
2014-11-18 03:44:45 +01:00
Vincent Lejeune
c2859d24ce
Improved shadow stability
2014-11-15 21:27:15 +01:00
Vincent Lejeune
448f254a2b
Fixes
2014-11-15 21:02:24 +01:00
Vincent Lejeune
a7b8ba13cd
Add shader content
2014-11-15 20:43:44 +01:00
Vincent Lejeune
7e3c2c4897
Add a shader to blur shadow
2014-11-15 20:37:47 +01:00
Vincent Lejeune
687bb6e065
Spare a few lds inst
2014-11-15 19:18:07 +01:00
Vincent Lejeune
6cc721eaf9
Use CS for gaussian6
2014-11-15 01:11:26 +01:00
samuncle
ffb76788a9
Minor tweak with transluscent material
2014-11-13 18:02:25 +01:00
samuncle
1bd3ee24c6
Add a description to the shader
2014-11-12 01:22:33 +01:00
samuncle
f39ae90b6e
merge with trunk + try to adapt to the new blur system
2014-11-12 00:08:21 +01:00