vlj
948c5e8aa2
Use explicit attribute location.
...
Should help implementing basevertex later, and simplify vao creation a
lot.
2014-06-24 23:17:41 +02:00
Vincent Lejeune
a73f03a2c4
Make use of gl_amd_vertex_shader_layer when available
2014-05-08 01:16:02 +02:00
vlj
fd7399d983
Use instancing to expand shadows instead of GS
2014-05-07 23:57:07 +02:00
Vincent Lejeune
26c797e79e
Fix kart shadows.
2014-04-02 00:09:49 +02:00
vlj
52018bbdea
Instancing: Support shadow.
2014-03-31 21:52:42 +02:00
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
934d1f10b8
Shadow: Use Geometry Shader for better perfs.
...
The 3 cascades are now rendered in a single pass, using 2D array texture and
a GS to do the dispatch ("layered rendering").
It's possible to use instancing instead but it requires the AMD_vertex_shader_layer
extension which is oddly part of opengl 4.2.
2014-02-11 21:07:44 +01:00