Commit Graph

53 Commits

Author SHA1 Message Date
Deve
886382bb54 Merge remote-tracking branch 'origin/master' into gles 2016-07-11 23:43:10 +02:00
deve
964baad705 Some fixes 2016-06-27 13:39:20 +02:00
deve
d5e30ee41e Port also other shaders to use #stk_include 2016-06-27 13:11:27 +02:00
Benau
892bc490f7 Make shaders run as efficient as possible 2016-06-27 13:49:27 +08:00
Benau
416050a923 Use a more simple way to render red/blue karts 2016-06-26 07:14:11 +08:00
Benau
2f217fd55b Allow render red or blue karts in soccer mode using shader 2016-06-25 16:29:54 +08:00
Vincent Lejeune
70e8b4c854 When there are 8 lod level, 7 is the max 2015-01-15 19:52:48 +01:00
Vincent Lejeune
3bcdc04279 Fix precision issue in CIE/RGB conversions 2015-01-12 20:05:16 +01:00
Vincent Lejeune
d8b3cf9c8f Factorise MRP 2014-12-27 03:22:06 +01:00
Vincent Lejeune
c4e5a720f7 Do not undefine builtin macros. 2014-12-18 22:09:14 +01:00
Vincent Lejeune
03694d9c7c Factorise SH coefficient in an UBO 2014-12-15 00:18:03 +01:00
Vincent Lejeune
4b2abef56c Remove redondant uniform in IBL 2014-12-14 21:55:15 +01:00
Vincent Lejeune
1732b1cfef Clean up sunlight shader + factorize diffusebrdf 2014-12-14 21:39:18 +01:00
Vincent Lejeune
d50dde4c97 Revert "Try to fix ibl precision issue"
This reverts commit 1cf592394b.
2014-12-14 02:48:47 +01:00
Vincent Lejeune
1cf592394b Try to fix ibl precision issue 2014-12-13 22:35:46 +01:00
samuncle
cb8017cae1 clamping values to avoid pink specularity 2014-12-10 03:02:36 +01:00
Vincent Lejeune
d97b9f2d0e Clamp SpecularIBL value on positive range 2014-12-09 01:33:58 +01:00
Vincent Lejeune
6041c48fbe Source DiffuseIBL algorithm 2014-12-07 21:37:16 +01:00
Vincent Lejeune
a094bbae19 Factorize DiffuseIBL and SpecularIBL 2014-12-07 19:10:22 +01:00
Vincent Lejeune
1e2656dc88 Use clamp instead of max(0, dot(normalized, normalized))
Should help GLSL compiler to optimize them.
2014-12-05 17:51:18 +01:00
Vincent Lejeune
fd2da4085b Rename some shader to improve their meaning 2014-12-05 00:20:16 +01:00
Vincent Lejeune
23b781e7dd Move glossmap formula to getspecular shader 2014-12-05 00:09:15 +01:00
samuncle
91736e1941 Add the support for emit map. For the moment it's only for solid objects 2014-11-22 15:59:22 +01:00
Vincent Lejeune
79e5e9f880 Revert "Use f0 in fresnel schlick"
This reverts commit acdafc5566.
2014-11-21 02:09:02 +01:00
Vincent Lejeune
593f462ec5 Revert "Use color for specular"
This reverts commit fcba1dab86.
2014-11-21 02:09:00 +01:00
Vincent Lejeune
fcba1dab86 Use color for specular 2014-11-20 22:57:32 +01:00
Vincent Lejeune
acdafc5566 Use f0 in fresnel schlick 2014-11-20 22:51:22 +01:00
Vincent Lejeune
0db951f374 Try to emulate enery conservation 2014-10-05 21:53:06 +02:00
Vincent Lejeune
88954a5d88 Prepare shader for specmap value 2014-10-05 02:12:04 +02:00
vlj
58e1b73752 Fix bloom computation 2014-09-24 01:19:37 +02:00
Vincent Lejeune
4c6df4821d Revert "Do not allow specvalue to be below 0."
This reverts commit 6b4430caaa.
2014-09-16 00:37:49 +02:00
Vincent Lejeune
6b4430caaa Do not allow specvalue to be below 0.
Just in case it shouldnt be possible anyway.
2014-09-15 01:06:15 +02:00
Vincent Lejeune
94cd8d5c51 Avoid some useless computation in some vert shaders 2014-09-05 23:41:12 +02:00
Vincent Lejeune
6ac3d69471 Play with bindless textures 2014-08-22 23:48:28 +02:00
Vincent Lejeune
09d0c2eef5 Forget a shader + remove shader output 2014-08-02 00:56:36 +02:00
Vincent Lejeune
f9c7c3db5e Try a fix for intel and kart selection screen. 2014-07-30 01:25:27 +02:00
Vincent Lejeune
a35c33e4f6 Remove ambient
It's already added in the diffuse env pass
2014-07-29 23:56:48 +02:00
vlj
883b39591f Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
vlj
2a1623d8ca Use a more efficient screen to view conversion
Also use the opportunity to use UBO where possible.
2014-05-02 18:11:34 +02:00
Vincent Lejeune
b0e56ca2b0 Use some diffent value/equation for tonemap 2014-04-22 02:29:22 +02:00
vlj
2e1b0ac9f4 Avoid negative value when Yxy->RGB 2014-04-21 02:19:09 +02:00
vlj
e00ce85d7c Support FresnelSchlick factor. 2014-04-07 21:35:10 +02:00
Vincent Lejeune
bb311618e3 Instancing: Add support for scale transformation. 2014-03-31 18:10:45 +02:00
vlj
af93a04987 Improve bright attenuation although not perfect 2014-03-31 17:25:03 +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
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
ca1a1e37d9 Fix normals for normal object. 2014-03-29 01:22:08 +01:00