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
vlj
251e7f669e
Using formula from an article suggested by samuncle
2014-03-31 17:25:04 +02:00
vlj
af93a04987
Improve bright attenuation although not perfect
2014-03-31 17:25:03 +02:00
vlj
58615c0207
Plug in brightness adaptation
2014-03-31 17:25:03 +02:00
vlj
6e8b45a6d8
Add some code to average log luminance.
2014-03-31 17:25:02 +02:00
vlj
a2ab6fc80c
Write a shader to convert CIE to RGB.
2014-03-31 17:25:01 +02:00
Vincent Lejeune
881d0b9954
Factorize luminance computation.
2014-03-31 17:24:53 +02:00
vlj
8fc383206f
Improve ao and bloom.
2014-03-30 23:47:19 +02:00
vlj
0dae1cf911
Fix negative value that introduces a bug on nvidia
2014-03-30 21:57:01 +02:00
vlj
91c4e9de94
Fix orientations.
2014-03-29 02:19:08 +01:00
vlj
1bac60c48a
Attempt to fix orientations.
2014-03-29 02:04:20 +01:00
vlj
f4eeb68fd4
Merge branch 'Instancing'
2014-03-29 01:22:57 +01:00
vlj
ca1a1e37d9
Fix normals for normal object.
2014-03-29 01:22:08 +01:00
vlj
81b1e9fb94
Move the wind portion into the world matrix
...
It should make the normal correct although I didnt notice any visual difference.
2014-03-28 02:39:20 +01:00
vlj
c70b9ba0f8
Explicitly build the inverse matrix
...
Some drivers does not support inverse function although they advertise
glsl 140 support, and it's faster to do it manually as we know the
structure of the matrix.
2014-03-27 19:12:55 +01:00
vlj
3538fd46d2
Look like instance orientation was wrong.
2014-03-27 01:33:02 +01:00
Marianne Gagnon
348a20288f
Apply patch by Marc Coll to have better progress reports during long GPs, thanks!
2014-03-26 20:14:29 -04:00
Vincent Lejeune
1740407e1e
Use GS instancing to speed up shadow gen a little.
2014-03-26 22:27:11 +01:00
Vincent Lejeune
f49dfbc51f
Fix flip particle shader.
2014-03-26 20:58:13 +01:00
Vincent Lejeune
9f0620c122
Add a #define to switch between dof and non dof
2014-03-26 19:42:25 +01:00
vlj
8b652ababb
Merge object_pass*.vert
2014-03-26 19:04:46 +01:00
vlj
ae5c7b8c3d
Implement UI single color overload
2014-03-26 19:04:45 +01:00
vlj
71881ac64d
Add orientation to grass material
2014-03-25 16:49:03 +01:00
vlj
a866b3f416
Add Grass material support for instancing.
2014-03-24 16:40:40 +01:00
Vincent Lejeune
5c8ef365a5
Merge instanced_object_pass vertex shaders.
2014-03-23 19:28:07 +01:00
Vincent Lejeune
5dd2d28134
Merge branch 'master' into Instancing
2014-03-23 19:20:23 +01:00
vlj
73755a3431
clamp overload was ambiguous.
2014-03-23 01:09:14 +01:00
samuncle
f7f3cb1cbe
Add depth of field to the color_level shader. As vincent requested. Something cleaner need to be done
2014-03-23 00:59:06 +01:00
Marianne Gagnon
5750b860c9
Add missing icon
2014-03-22 19:49:48 -04:00
vlj
6538d16eb3
Fix a shader compile failure on nvidia.
2014-03-22 22:32:52 +01:00
Vincent Lejeune
29749d5dbd
Merge commit 'f3e2da881a4d394c4ca902548e788f5b4c0bdd81'
...
* commit 'f3e2da881a4d394c4ca902548e788f5b4c0bdd81':
Do not build shadow shader without gs support.
Add a function to query supported glsl ver
Some drivers dont support const array
2014-03-22 18:54:51 +01:00
Vincent Lejeune
ae3cf30070
Add a function to query supported glsl ver
2014-03-22 18:36:20 +01:00
Vincent Lejeune
aa39246404
Some drivers dont support const array
2014-03-22 18:36:19 +01:00
Unitraxx
c647fa5081
Merge pull request #1252 from mcsab/master
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Reset-per-lap achievement support
2014-03-22 01:12:28 +01:00
Vincent Lejeune
320558c205
Merge branch 'master' of https://github.com/supertuxkart/stk-code
2014-03-22 00:52:53 +01:00
Csaba Molnar
3a5812dd6c
Merge branch 'master' of https://github.com/supertuxkart/stk-code
...
Conflicts:
data/achievements.xml
2014-03-22 00:52:33 +01:00