Commit Graph

1926 Commits

Author SHA1 Message Date
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
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