Benau
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155b73d452
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Remove unneeded pow in transparent.frag
It's only used in 2d rendering so no srgb sampling is needed
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2022-09-08 15:24:40 +08:00 |
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Benau
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acf0ac909f
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And a correct ifdef for bindless texture
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2016-11-30 15:00:08 +08:00 |
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deve
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5502fa4ebe
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Declare custom alpha also when bindless sampler is enabled
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2016-10-17 08:23:27 +02:00 |
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Benau
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af223ddf24
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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
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2016-10-17 01:03:10 +08:00 |
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Vincent Lejeune
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c4e5a720f7
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Do not undefine builtin macros.
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2014-12-18 22:09:14 +01:00 |
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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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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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f98ff2a5fc
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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...
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2014-04-13 18:00:15 +02:00 |
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vlj
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6a3556b4ba
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Shaders'outputs use premultiplied alphas
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2014-04-03 14:46:35 +02:00 |
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Vincent Lejeune
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9a6d15a865
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Attempt to fix skidding mark's color
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2014-03-19 01:25:54 +01:00 |
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Vincent Lejeune
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af862cb6c5
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
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Vincent Lejeune
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0243546e4d
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Use an openGL 3.3 compatibility context when available.
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2014-02-12 22:16:10 +01:00 |
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Vincent Lejeune
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a67f5bf511
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STKMesh: Use forward rendering for transparent
Transparent objects may be double sided (like bubble),
it doesn't make sense to use a deferred renderer.
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2014-01-20 21:42:38 +01:00 |
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