Commit Graph

13 Commits

Author SHA1 Message Date
vlj
53c52470ee Use one call for each shadow cascade instead of a big one. 2014-08-26 21:56:16 +02:00
Vincent Lejeune
58c094917e Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
vlj
4e079b0e14 Fixes shader errors reported by Auria 2014-07-17 02:17:49 +02:00
Vincent Lejeune
f2acac7230 Inadverly inverted shadow and shadow_grass.vert 2014-07-13 21:37:12 +02:00
Vincent Lejeune
54b1ce39e4 Add Grass shadows.
For non instancing object.
2014-07-13 21:33:44 +02:00
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