Commit Graph

336 Commits

Author SHA1 Message Date
Vincent Lejeune
812b2afcd8 Revert "Fix a typo in tonemap.frag"
This reverts commit b8d5719a82.
2014-04-22 00:44:39 +02:00
Vincent Lejeune
d4718df127 Revert "Use some realist order of magnitude of light"
This reverts commit 2aa6676050.
2014-04-22 00:44:08 +02:00
Vincent Lejeune
b8d5719a82 Fix a typo in tonemap.frag
Also tweak whitepoint and exposure. They should be manually set by track
somehow.
2014-04-21 22:37:26 +02:00
vlj
2aa6676050 Use some realist order of magnitude of light 2014-04-21 19:40:10 +02:00
vlj
d7e3976ef5 Use a less intrusive delta value 2014-04-21 19:39:39 +02:00
vlj
43df357cfb Some color are negative, clamp them in loglum
I have yet to investigate how the pipeline can produce negative values
somewhere.
2014-04-21 19:29:13 +02:00
vlj
a0e63dea46 Enable tonemap. 2014-04-21 02:33:12 +02:00
vlj
2e1b0ac9f4 Avoid negative value when Yxy->RGB 2014-04-21 02:19:09 +02:00
vlj
8947242de4 Add proper tonemap, although disabled.
It currently generates way too much HDR.
2014-04-21 01:52:44 +02:00
vlj
878a639a84 Another ssao tweak. 2014-04-20 02:56:07 +02:00
vlj
e8b36f2490 Fix for shadow acne in chocolate. 2014-04-20 02:20:09 +02:00
vlj
87248b46f3 Tweak shadows CSM split. 2014-04-20 02:01:29 +02:00
vlj
1291d0cc93 Increase shadow fidelity. 2014-04-20 00:21:30 +02:00
vlj
a457b9f423 Shadows: Clean shaders. 2014-04-20 00:04:49 +02:00
vlj
dd3e15b298 Debug: display cascade in shadow debug mode 2014-04-19 23:57:27 +02:00
Vincent Lejeune
d7eaaf4885 Add a m_ubo_disabled switch in user config file.
This should be used to workaround a bug in intel windows drivers.
2014-04-19 18:38:57 +02:00
vlj
c695875654 PointLight: Use a 1/(1 + d + k d^2) attenuation
This is not physically accurate, but a 1/d^2 attenuation makes light
extend too broad, and went too high if close from the source.
2014-04-19 02:04:39 +02:00
Marianne Gagnon
e4afea5cca Reduce rimlight effect to a more reasonable strenght 2014-04-14 19:56:26 -04:00
Vincent Lejeune
5b47891514 Apply MLAA after color_in. 2014-04-14 03:30:42 +02:00
Vincent Lejeune
ba27eb42ef Bloom: Weight the different sized contribution. 2014-04-14 02:45:15 +02:00
Vincent Lejeune
59df5a90bc Bloom: Tweak the threshold. 2014-04-14 02:15:28 +02:00
Vincent Lejeune
123a192963 Use half res FBO for SSAO
SSAO is a medium frequency effect, using half res fbo is fine and
improve performance and look by doing an additionnal bilinear filtering.
Also tune up some values.
2014-04-14 01:01:36 +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
Vincent Lejeune
3cd85a829e Compress/convert to srgb per material basis.
This allows to remove manual conversion in normalmap shader.
2014-04-13 17:53:52 +02:00
Vincent Lejeune
59c50ebbdd Use ITexture instead of GLuint in GLMesh 2014-04-12 22:33:27 +02:00
vlj
42482e0c41 Some more conversion 2014-04-10 23:03:57 +02:00
vlj
3a55bbe796 Generalize use of UBO. 2014-04-10 21:16:44 +02:00
Vincent Lejeune
9ba636f661 Gather View Projection and shadows matrix generation. 2014-04-10 21:16:42 +02:00
Vincent Lejeune
55489bc188 Use UBO instead of copying Shadow VP matrixes. 2014-04-08 21:45:04 +02:00
Vincent Lejeune
eb0dfb4530 Bigger light extend wrt energy. 2014-04-07 22:20:43 +02:00
vlj
e00ce85d7c Support FresnelSchlick factor. 2014-04-07 21:35:10 +02:00
vlj
858c8c7605 Fix normalmap too 2014-04-07 21:35:10 +02:00
vlj
79c6424703 Use specularmap as glossiness map. 2014-04-07 21:35:09 +02:00
vlj
cafc07680a Use Blinn Phong model. 2014-04-07 21:35:09 +02:00
Vincent Lejeune
0b318b9c7e Improve quad's fit of pointlight extend 2014-04-07 21:04:03 +02:00
vlj
ca2b5a7237 Fix normal map and srgb 2014-04-07 01:03:14 +02:00
Vincent Lejeune
ca214230e3 MLAA: Load the right shader for step 2
No wonder why it didnt work as expected before...
2014-04-04 19:42:05 +02:00
vlj
6a3556b4ba Shaders'outputs use premultiplied alphas 2014-04-03 14:46:35 +02:00
vlj
8552ddae1c MLAA: Fix gamma in the shaders.
MLAA looks correct now.
2014-04-03 14:15:51 +02:00
Vincent Lejeune
964d9a25f1 Some port fixes for MLAA 2014-04-03 00:27:46 +02:00
Vincent Lejeune
33b44c8c97 Port MLAA to new pipeline. 2014-04-03 00:14:58 +02:00
Vincent Lejeune
26c797e79e Fix kart shadows. 2014-04-02 00:09:49 +02:00
Vincent Lejeune
5573ee4e34 Follow more closely Crysis subsurface scatt. 2014-04-01 23:35:32 +02:00
Vincent Lejeune
f41b737913 Merge grass_pass*.vert 2014-04-01 23:16:30 +02:00
Vincent Lejeune
23e5ec709d Add a fake subsurface scattering for grass. 2014-04-01 23:13:16 +02:00
vlj
0fb6515bca Instancing: Support for alpha ref shadow. 2014-03-31 22:06:37 +02:00
vlj
52018bbdea Instancing: Support shadow. 2014-03-31 21:52:42 +02:00
Vincent Lejeune
7ebeaa45e8 Some cleaning. 2014-03-31 20:04:34 +02:00
Vincent Lejeune
bb311618e3 Instancing: Add support for scale transformation. 2014-03-31 18:10:45 +02:00
Vincent Lejeune
33f31dbf30 Disable auto exposure for now. 2014-03-31 17:25:04 +02:00