Vincent Lejeune
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09fa1ee3cb
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Implement scattering for point light
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2014-11-11 22:36:27 +01:00 |
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Vincent Lejeune
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bd4fe57524
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Use fog start value to determine density
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2014-11-11 21:52:54 +01:00 |
|
Vincent Lejeune
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84affec451
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Change fog equation
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2014-11-10 22:08:12 +01:00 |
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Vincent Lejeune
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85bbc0f8b8
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Use variable sigma for blur filter
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2014-11-10 21:32:04 +01:00 |
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samuncle
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e20d8bdcdf
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Merge branch 'master' of https://github.com/supertuxkart/stk-code into lensflare
Keep lens flare updated with trunk
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2014-11-08 01:51:40 +01:00 |
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Vincent Lejeune
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04d313671c
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Fix sqrt(int) in diffuseenvmap
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2014-11-08 01:02:46 +01:00 |
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Vincent Lejeune
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5eefe0c0ad
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Make envmap reflexion less blurry
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2014-11-08 00:57:49 +01:00 |
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samuncle
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2a440bb2cb
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minor modification to the blueish mood of lens flare
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2014-11-07 16:20:39 +01:00 |
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samuncle
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1e547652f7
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Merge branch 'master' of https://github.com/supertuxkart/stk-code into lensflare
Keep lens flare updated with master
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2014-11-07 16:14:11 +01:00 |
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Vincent Lejeune
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909948c9a4
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Implement depth histogram to position cascade split
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2014-11-07 13:42:13 +01:00 |
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Vincent Lejeune
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cacb008ae6
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Prepare compute shader to stretch lightcoord
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2014-11-07 13:42:13 +01:00 |
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samuncle
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52bc4cebd4
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Add the lensflare shader
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2014-11-04 21:15:18 +01:00 |
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Vincent Lejeune
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92ecd01e61
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Make cascade split modifiable
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2014-11-04 20:53:32 +01:00 |
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samuncle
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d7caebe847
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enable vignette during races
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2014-11-03 21:53:44 +01:00 |
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Vincent Lejeune
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ddecd23472
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Tweak values
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2014-11-02 19:07:02 +01:00 |
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Vincent Lejeune
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ebe11370a2
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Reenable bluring
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2014-11-02 16:30:44 +01:00 |
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Vincent Lejeune
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c5186e3ab3
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Use depth in exp space
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2014-11-02 16:26:46 +01:00 |
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Vincent Lejeune
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b975b63eea
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Use proper depth linear value
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2014-11-02 16:00:41 +01:00 |
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Vincent Lejeune
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f5a44c0a19
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Take more sample
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2014-11-02 02:42:44 +01:00 |
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Vincent Lejeune
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9113aa7a39
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Implement Exponential Shadow map
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2014-11-02 02:36:10 +01:00 |
|
Vincent Lejeune
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7679213e26
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Use exp algorithm for the gaussian blur
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2014-11-02 02:35:02 +01:00 |
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Vincent Lejeune
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6aed902ae0
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Store depth in color buffer instead of depth
This allows for instance to blur it using already existing shaders
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2014-11-01 22:38:38 +01:00 |
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Vincent Lejeune
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ee687440c7
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Increase shadow filtering
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2014-10-29 18:57:39 +01:00 |
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Vincent Lejeune
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794ab54b7a
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Clamp lodval
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2014-10-24 00:41:34 +02:00 |
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Vincent Lejeune
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9ca4d7e3e6
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Improve ibl specular reflexion using mipmap chain
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2014-10-22 14:49:06 +02:00 |
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Vincent Lejeune
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2f45266c6f
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Fix position of speedmeter
Only need to get the texture
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2014-10-17 18:51:41 +02:00 |
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Vincent Lejeune
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ce7f017adf
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Some fixes
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2014-10-17 18:43:39 +02:00 |
|
Vincent Lejeune
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ea3cc141ff
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Fix grass in azdo mode
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2014-10-08 01:01:28 +02:00 |
|
Vincent Lejeune
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9de7d11ee4
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Fix bloom effect on mesa
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2014-10-07 00:00:16 +02:00 |
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Vincent Lejeune
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20ea7ca271
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GI use sun color value
|
2014-10-06 22:51:41 +02:00 |
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vlj
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b10f1a3ef2
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Tweak envmap
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2014-10-06 02:29:18 +02:00 |
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vlj
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c7b98c4e6c
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Emulate envmap specular reflexion
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2014-10-06 02:19:21 +02:00 |
|
Vincent Lejeune
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44792a1490
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Fix splatting
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2014-10-05 22:46:02 +02:00 |
|
Vincent Lejeune
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0db951f374
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Try to emulate enery conservation
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2014-10-05 21:53:06 +02:00 |
|
Vincent Lejeune
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300a09746f
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Additionnal fixes
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2014-10-05 21:45:56 +02:00 |
|
Vincent Lejeune
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a8161288a9
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Convert remaining shaders
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2014-10-05 20:47:13 +02:00 |
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Vincent Lejeune
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9f2b66d195
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Use specmap on others mats
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2014-10-05 20:37:49 +02:00 |
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Vincent Lejeune
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0121ae8db6
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Use specmap value
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2014-10-05 02:30:01 +02:00 |
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Vincent Lejeune
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88954a5d88
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Prepare shader for specmap value
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2014-10-05 02:12:04 +02:00 |
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vlj
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30dda3e343
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Fix sky warp
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2014-10-02 02:53:31 +02:00 |
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vlj
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2236e8dd1c
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Fix extra respawning particles
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2014-10-01 01:19:49 +02:00 |
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vlj
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58e1b73752
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Fix bloom computation
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2014-09-24 01:19:37 +02:00 |
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Vincent Lejeune
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5643e38886
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Some factorisation for non instanced path
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2014-09-20 19:28:06 +02:00 |
|
Vincent Lejeune
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b3e124b93e
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Some fixes
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2014-09-20 18:48:22 +02:00 |
|
Vincent Lejeune
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b034049a28
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Support for 3 tex mats
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2014-09-19 23:09:22 +02:00 |
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Vincent Lejeune
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24cd727899
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Add glossytex to textures
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2014-09-19 19:54:00 +02:00 |
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Vincent Lejeune
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1d2c77d86a
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Use ProjectionViewMatrix in glow_object.vert
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2014-09-17 02:12:28 +02:00 |
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Vincent Lejeune
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b769e46a00
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Use texture instead of image in SSAO.
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2014-09-16 15:18:29 +02:00 |
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Vincent Lejeune
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4c6df4821d
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Revert "Do not allow specvalue to be below 0."
This reverts commit 6b4430caaa .
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2014-09-16 00:37:49 +02:00 |
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Vincent Lejeune
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fbb71bca7e
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Revert "Fix negative value inside tonemap"
This reverts commit 16dc973faa .
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2014-09-16 00:37:37 +02:00 |
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Vincent Lejeune
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b5598fda57
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Revert "Force non negative value in bloom"
This reverts commit cb922ed4db .
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2014-09-16 00:37:23 +02:00 |
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vlj
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cb922ed4db
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Force non negative value in bloom
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2014-09-15 22:11:53 +02:00 |
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Vincent Lejeune
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16dc973faa
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Fix negative value inside tonemap
It should be checked before but since it's not always reproducible.
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2014-09-15 01:10:12 +02:00 |
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Vincent Lejeune
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6b4430caaa
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Do not allow specvalue to be below 0.
Just in case it shouldnt be possible anyway.
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2014-09-15 01:06:15 +02:00 |
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Vincent Lejeune
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7c54ac4d81
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Fix second texcoord in instanced_object_pass.vert
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2014-09-14 23:07:10 +02:00 |
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Vincent Lejeune
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dea23d7a69
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Properly reapply HD3000 particle fix
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2014-09-10 18:57:40 +02:00 |
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Vincent Lejeune
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e77b5dddeb
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Revert "Forgot to fix a particle shader for hd3000"
This reverts commit 48fcea8ee8 .
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2014-09-10 18:57:03 +02:00 |
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Vincent Lejeune
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48fcea8ee8
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Forgot to fix a particle shader for hd3000
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2014-09-10 18:09:38 +02:00 |
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Vincent Lejeune
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8fd97615f3
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Fix particle for hd3000
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2014-09-10 01:42:51 +02:00 |
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Vincent Lejeune
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94cd8d5c51
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Avoid some useless computation in some vert shaders
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2014-09-05 23:41:12 +02:00 |
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Vincent Lejeune
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1e172dbf33
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Fix glowobject frag shader
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2014-09-05 22:17:57 +02:00 |
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vlj
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3083df450f
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Gather object in instanced calls
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2014-09-02 23:23:23 +02:00 |
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Vincent Lejeune
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99b110cc99
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Use uvec2 instead of sampler2D
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2014-08-29 01:30:19 +02:00 |
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vlj
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5878cb35ec
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Implement runtime detection of srgb bindless fix
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2014-08-28 22:02:12 +02:00 |
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vlj
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53c52470ee
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Use one call for each shadow cascade instead of a big one.
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2014-08-26 21:56:16 +02:00 |
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Vincent Lejeune
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bf5410b793
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Add unlit instanced shader
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2014-08-26 20:34:59 +02:00 |
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Vincent Lejeune
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cad1efbff1
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Add instanced detail shader
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2014-08-26 20:34:37 +02:00 |
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Vincent Lejeune
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0960f090dc
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Add instanced spheremap shader
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2014-08-26 20:34:26 +02:00 |
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Vincent Lejeune
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7bff68870c
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Read sampler from attributes.
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2014-08-24 21:50:59 +02:00 |
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Vincent Lejeune
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6ac3d69471
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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
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Vincent Lejeune
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547018f0ab
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Port PointLight shader
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2014-08-22 00:30:14 +02:00 |
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vlj
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f77695c098
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Add Tangent/Bitangent in instanced object shader.
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2014-08-15 17:15:19 +02:00 |
|
Vlj
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7fbe529e6f
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Forget to add Tangent/BiTangent with pre 330
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2014-08-15 02:14:30 +02:00 |
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Vlj
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d3ec1a27ce
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Completly unroll the loop
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2014-08-15 00:02:43 +02:00 |
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Vlj
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4829b8ddd8
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Manually unroll rh shader
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2014-08-14 23:58:11 +02:00 |
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Vincent Lejeune
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f9c692052e
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Try a fix for nvidia and GI
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2014-08-14 21:26:16 +02:00 |
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Vincent Lejeune
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8117260bf6
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Factorise attribute location of simulation program.
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2014-08-13 22:26:52 +02:00 |
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Vincent Lejeune
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dc02eec7b6
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Port particle rendering shaders too.
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2014-08-13 21:04:03 +02:00 |
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Vincent Lejeune
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22137eee88
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Port UI shaders.
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2014-08-13 20:25:56 +02:00 |
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Vincent Lejeune
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70b0fce50c
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Add support for instanced normal map mesh.
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2014-08-13 19:20:40 +02:00 |
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Vincent Lejeune
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292aa0cbc4
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Factorize FullScreen shaders invocations.
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2014-08-13 02:01:29 +02:00 |
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Vincent Lejeune
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020e939e2b
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Normalize normals in normal view.
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2014-08-09 21:24:50 +02:00 |
|
Vincent Lejeune
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c546b25ae9
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Fix perspective in normal view.
|
2014-08-09 21:19:26 +02:00 |
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Vincent Lejeune
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c07aed260a
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Visualize vertex normals in normal view.
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2014-08-09 21:09:31 +02:00 |
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Vincent Lejeune
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bcc2196ccf
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Fix SSAO on splatting material.
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2014-08-09 20:05:49 +02:00 |
|
vlj
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496269e73b
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Make SSAO param changeable.
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2014-08-09 18:51:52 +02:00 |
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Vincent Lejeune
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8db09a55cd
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Add Splatting RSM shader type.
|
2014-08-08 01:07:55 +02:00 |
|
vlj
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60f76ee612
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Fix RSM
|
2014-08-07 22:45:25 +02:00 |
|
vlj
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6c3aeceb51
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Fix GI
It was using wrong swizzle for depth texture.
|
2014-08-07 22:32:42 +02:00 |
|
Vincent Lejeune
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95fb3ea580
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Add support moving texture in rsm.
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2014-08-07 20:44:33 +02:00 |
|
Vincent Lejeune
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e932638aef
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Port sunlight* shaders to singleton.
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2014-08-07 20:07:03 +02:00 |
|
Vincent Lejeune
|
87bf242164
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Fix shadows for unlit with alpha ref.
|
2014-08-07 02:12:13 +02:00 |
|
Vincent Lejeune
|
858b789419
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Support vertex color for alpha ref material.
|
2014-08-07 02:11:55 +02:00 |
|
Vincent Lejeune
|
c0d57100a7
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Enable ref + vertex color for unlit mat.
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2014-08-07 01:50:53 +02:00 |
|
Vincent Lejeune
|
79fba1779e
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Port stkbillboard to singleton shader
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2014-08-07 00:52:44 +02:00 |
|
Vincent Lejeune
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ca30bf7d5a
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Add screen fallback in case no ubo are here.
|
2014-08-02 01:02:06 +02:00 |
|
Vincent Lejeune
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09d0c2eef5
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Forget a shader + remove shader output
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2014-08-02 00:56:36 +02:00 |
|
Vincent Lejeune
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58c094917e
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Use an header included in every shaders.
|
2014-08-02 00:50:56 +02:00 |
|
Vincent Lejeune
|
f9c7c3db5e
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Try a fix for intel and kart selection screen.
|
2014-07-30 01:25:27 +02:00 |
|
Vincent Lejeune
|
a35c33e4f6
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Remove ambient
It's already added in the diffuse env pass
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2014-07-29 23:56:48 +02:00 |
|