Commit Graph

13 Commits

Author SHA1 Message Date
Benau
155b73d452 Remove unneeded pow in transparent.frag
It's only used in 2d rendering so no srgb sampling is needed
2022-09-08 15:24:40 +08:00
Benau
acf0ac909f And a correct ifdef for bindless texture 2016-11-30 15:00:08 +08:00
deve
5502fa4ebe Declare custom alpha also when bindless sampler is enabled 2016-10-17 08:23:27 +02:00
Benau
af223ddf24 Try to use sun color to determine custom alpha for ghost karts
This may need more adjustments, also add custom_alpha uniform float
to transparent fragment shader to remove duplicated shader
2016-10-17 01:03:10 +08:00
Vincent Lejeune
c4e5a720f7 Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
Vincent Lejeune
6ac3d69471 Play with bindless textures 2014-08-22 23:48:28 +02:00
vlj
6276cafba2 Use global VAO for rendering 2014-07-08 18:31:46 +02:00
Vincent Lejeune
f98ff2a5fc Fix skid mark color
We convert the vertex color value to srgb, optimally the vertex color
should already be corrected on cpu side but it would break fallback
colors...
2014-04-13 18:00:15 +02:00
vlj
6a3556b4ba Shaders'outputs use premultiplied alphas 2014-04-03 14:46:35 +02:00
Vincent Lejeune
9a6d15a865 Attempt to fix skidding mark's color 2014-03-19 01:25:54 +01:00
Vincent Lejeune
af862cb6c5 #version autoadded to shaders and turn some v120 2014-02-28 17:29:05 +01:00
Vincent Lejeune
0243546e4d Use an openGL 3.3 compatibility context when available. 2014-02-12 22:16:10 +01:00
Vincent Lejeune
a67f5bf511 STKMesh: Use forward rendering for transparent
Transparent objects may be double sided (like bubble),
it doesn't make sense to use a deferred renderer.
2014-01-20 21:42:38 +01:00