Benau
fc2e05c0a6
Use a trick to make skinned mesh shader branchless
2017-10-22 13:03:45 +08:00
Benau
7252a38da1
Fix skinning glitches possible in (some) cards
2017-10-22 02:17:37 +08:00
Benau
6a79d204c1
Don't use SSBO for skinning
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It causes trouble in hd5670 in windows
2017-10-22 01:31:15 +08:00
Benau
8a0232382a
Some fixes for some shader compiler
2017-10-20 09:25:43 +08:00
Benau
553b2439ac
Allow using SSBO for skinning if supported
2017-10-20 01:27:44 +08:00
Benau
0d96906d54
Use texture buffer (texture2d in gles) for skinning
2017-10-19 13:31:07 +08:00
Benau
9f10676dd3
Remove unused billboard shader
2017-10-16 07:43:00 +08:00
Benau
4573e51e98
Fix #2427
2017-10-15 19:14:07 +08:00
Benau
058f9163db
Some work to make particle shader able to render billboard
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The lifetime in height map stimulation will always now < 1.0f
2017-10-15 13:57:01 +08:00
Benau
c3a22ddcf7
Pre-generate some particles if max count is small
2017-10-14 14:42:24 +08:00
Benau
a0c9ba2b8c
Pack mixed color into instanced array
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With half-floats for lifetime and size for same stride
2017-10-14 12:33:08 +08:00
Benau
0b9a3e1c69
Fix some issues found in first-try
2017-10-14 09:47:13 +08:00
Benau
0066722dab
Features completed cpu particle
2017-10-14 00:19:59 +08:00
Deve
63ecbefbdd
I forgot about particles
2017-10-12 22:55:26 +02:00
Deve
ae4e302741
Add a way to run STK without srgb framebuffer
2017-10-09 21:18:15 +02:00
Deve
bc84559f1d
Revert a hack for shadows.
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It helps for horizontal surfaces, but makes vertical surfaces worse (for example rocks in cornfield crossing), so it's not really a solution.
2017-10-04 22:19:19 +02:00
Deve
27a79526b1
Allow to use particles heightmap simulation in GLES
2017-10-02 23:05:12 +02:00
Deve
6f11a1669f
Make particles in GLES renderer to look a bit better.
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Now kart exhaust is not too dark anymore.
2017-09-02 01:01:35 +02:00
Benau
850afc8620
Allow using animated texture with displace shader
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Plus some clean-up
2017-08-23 00:55:25 +08:00
Benau
cc8331f5cd
Fix #2897
2017-08-09 15:03:37 +08:00
Benau
79c6705bb1
Fix #2814
2017-08-09 13:00:09 +08:00
Deve
bc6ff38b22
Simplify light factor when advanced lighting is disabled.
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In this case only diffuseMatColor really matters, other values are constant.
It improves performance on GLES renderer and it's also noticeably faster for GL on desktop.
For example:
- fps increased for me from 60 to 69 on Hacienda with intel HD 4000
- from 43 to 49 on lighthouse
There is much less difference on nvidia graphics card, but still it gives small performance improvement.
2017-08-06 22:18:18 +02:00
Deve
d44802a482
Add a workaround for some qualcomm devices on android 4.4
2017-07-11 00:37:31 +02:00
Benau
8653d410f8
Option 1 for fixing android 4.4
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Reinit vertex attribute pointer each time, performance may hurt
2017-07-09 00:46:42 +08:00
Deve
af98b526d6
Give few more fps in GLES renderer by pre-computing diffuse/specular color
2017-03-28 22:15:33 +02:00
Deve
a7f0d3762c
Some fixes for GLES renderer.
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- Don't use BGRA format at all. It doesn't work with non-typical cases (i.e. with srgb or compressed textures) and also casues artifacts on some android devices. I kept the extension in central settings, but it probably won't be used.
- Use sRGB texture format when advanced lighting is enabled. This makes it closer to the original OpenGL renderer and also avoids to have even more #ifdef's for sRGB conversions.
- Keep RGBA textures for non-advanced lighting to make it simpler.
Now advanced lighting in GLES looks almost the same as in OpenGL 3.x (without shadows/GI)
2017-03-25 22:23:46 +01:00
Sam
97670ed23c
Improved wind effect for vegetation
2017-03-12 21:35:48 +01:00
Deve
adfa8f30f9
Better fix for missing transparency in GLES legacy pipeline
2017-03-08 23:17:03 +01:00
Deve
11024569b0
More tweaks to GLES legacy pipeline
2017-03-02 22:19:10 +01:00
deve
82e724c12e
One more fix for GLES legacy pipeline
2017-02-27 06:41:26 +01:00
Deve
40fe3585bb
One more fix for legacy pipeline in GLES renderer.
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It looks that the second texture is not used at all and it may cause a crash, so just disable it.
2017-02-27 00:58:43 +01:00
Benau
c635e8d1c4
Get rid of some srgb conversion in shader, see #2787
2017-02-13 10:06:35 +08:00
Deve
68a99fd38b
Fixed sRGB for GLES renderer.
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It's a bit ugly solution because we should handle it properly in one place and not add another sRGB correction... But it's already working solution and it doesn't affect the OpenGL renderer, so we can use it until better fix will be done.
Now the GLES renderer looks almost the same as the original OpenGL 3.x one :)
2017-02-11 23:56:44 +01:00
Deve
5df2531a65
Added a hack that removes ugly lines when shadows are enabled.
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Mathematically it's not 100% correct, but it looks much better.
2017-02-07 21:48:50 +01:00
Deve
28d85d7ba3
Use explicit attrib location when the extension is available.
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It allows to enable it easily in GLES renderer. And we check if this extension is available anyway because it's needed for shadows, so we can use it for other shaders too.
2017-02-01 21:58:10 +01:00
samuncle
e86e146442
Add emit map to a shader, so cars in candela are like small dots
2017-01-20 00:06:35 -05:00
samuncle
b9dd867c86
Use gamma corrected decal
2017-01-14 09:41:29 -05:00
Deve
6a16f23132
Fixed GLES
2016-12-31 03:41:37 +01:00
samuncle
b669382b93
Change the detail map to a more usefull decal shader. Now we can add easily details to texture
2016-12-28 10:23:07 -05:00
Deve
424b62552e
Fixed MLAA in GLES renderer.
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This function was used by Cand for his OpenGL 2.1 renderer. The round function is available since GLSL 1.3 (OpenGL 3.0), so there is no need to override it.
If it will be needed in future, I suggest to change the name to round_stk or something similar.
2016-12-23 15:12:16 +01:00
Benau
15d6c7207a
Minor improvements for non-instanced shaders
2016-12-23 19:22:30 +08:00
Benau
d932451295
Don't out a interpolated color change
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It will should be determined by colorization mask in fragment shader
2016-12-23 11:38:32 +08:00
Benau
f7e2122b79
Allow drawing instanced glow color without explicit location
2016-12-23 10:36:35 +08:00
Benau
8008ec851e
Allow to use hardware skinning with opengl 3.1
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Now we only need UBO to store the joint matrices to support it
2016-12-23 01:31:13 +08:00
Benau
4f2e2331ee
Correct the spelling of shader files
2016-12-18 14:59:37 +08:00
Benau
752d847b09
Add the remaining shaders for GL3 hardware skinning
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Also use the same shader code for normal map shader
2016-12-15 15:55:14 +08:00
Benau
a696fd6dff
Add transparent skinned mesh shader
2016-12-15 09:52:02 +08:00
Benau
85bd8c3146
Add unlit and normal map skinned mesh shader
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Also fix normal map with skinned mesh, now vertices and joints
will be recalculated for tangents mesh
2016-12-14 16:28:37 +08:00
Benau
e9b68a8a1f
Use a non-hardcoded values for mat4 array (max 1024)
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Also cull mesh that doesn't have enough space to be rendered
2016-12-11 15:50:53 +08:00
Benau
8ca0c54bdc
Merge remote-tracking branch 'origin/master' into hardware_skinning
2016-12-10 10:09:30 +08:00