Commit Graph

824 Commits

Author SHA1 Message Date
Benau
24c4f4c8de Fix GLES shader 2019-06-26 16:25:13 +08:00
samuncle
dfed11c6a8 Bring back the legacy gloss computation (to disable once a proper fallback is done) 2019-06-25 20:42:29 +02:00
samuncle
26a387ea36 Update the reflection 2019-06-24 23:33:03 +02:00
samuncle
10eb549012 soften the degraded ibl to make preview less dark 2019-06-24 23:33:03 +02:00
samuncle
187623b6a8 Update raytracer reflection to mitigate surface which are too glossy 2019-06-24 23:33:03 +02:00
samuncle
b787c09705 Remove useless code 2019-06-24 23:33:03 +02:00
samuncle
104de39a04 Disable completly space screen reflexion for opengl-es (probably too slow for android 2019-06-24 23:33:03 +02:00
samuncle
3291e23ca6 Reset the shader to fix the minimap 2019-06-24 23:33:03 +02:00
samuncle
674a449c10 Reset the shader to fix the minimap 2019-06-24 23:33:03 +02:00
samuncle
3cbac8e6ea Reset the shader to fix the minimap 2019-06-24 23:33:03 +02:00
samuncle
5633d217a6 Reset the shader to fix the minimap 2019-06-24 23:33:03 +02:00
samuncle
bc49620b23 A few minor changes 2019-06-24 23:33:03 +02:00
samuncle
be577df2ec Update with more probable values 2019-06-24 23:33:03 +02:00
samuncle
476b73375a Experimental raytracer with multisampling (todo: implement this properly) 2019-06-24 23:33:03 +02:00
samuncle
11562a541c Experimental blur test 2019-06-24 23:33:03 +02:00
samuncle
a5e40f9a8a Add color buffer to compute proper space screen reflexion 2019-06-24 23:33:03 +02:00
samuncle
13d121e45d remove dead code 2019-06-24 23:33:03 +02:00
samuncle
cb8f9ecf43 Minor changes 2019-06-24 23:33:03 +02:00
samuncle
025001993d Add space screen reflexion shader 2019-06-24 23:33:03 +02:00
Benau
53f4863e43 Revert "Fix bug with PBR roughness (was working in metal but not plastic materials"
This reverts commit ddd80c1715.
2019-04-04 01:15:05 +08:00
samuncle
ddd80c1715 Fix bug with PBR roughness (was working in metal but not plastic materials 2019-03-14 19:57:28 +01:00
Deve
14389925fe Minor optimization in pointlight scatter.
Compute some values before loop.
2018-12-23 23:31:22 +01:00
Benau
b3e41db14b Add EMT_STK_GRASS for GLES2 to draw grass material without vertex color
Now EMT_TRANSPARENT_ALPHA_CHANNEL_REF in GLES2 can be used with vertex
color
2018-11-30 23:33:30 +08:00
Benau
c10b40fb7d Use a special detail map shader for normal map (later) 2018-09-14 22:51:44 +08:00
Benau
ba37513f7a Fix detail map on normal map with skinned mesh shader 2018-09-09 00:52:00 +08:00
samuncle
b8ce2da3f3 Add more utilities to default shader function + make the road shader more optimized 2018-08-13 18:46:00 +02:00
Deve
9ad3ba1fe2 Allow to use skinning without tbo 2018-06-22 23:48:00 +02:00
Benau
3772045f99 Fix GLES 2018-04-20 17:01:59 +08:00
Benau
f8323b9ad1 Remove unneeded skinned mesh shader for road blending shader 2018-04-19 11:49:38 +08:00
samuncle
50e433afca Add shader specialized for roads, still some stuff to be tuned 2018-04-15 09:37:55 +02:00
Benau
ef2f12f568 Remove unneeded skinned mesh version for tilling and vertical mapping shader 2018-04-12 16:35:25 +08:00
Benau
3742adf5ee Use 2 digits for shader order 2018-04-12 16:31:01 +08:00
Benau
295c793f91 Use 4 32bit floats for quaternion for sam's wall 2018-04-12 16:27:48 +08:00
samuncle
434f74b4ac Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something) 2018-04-07 22:16:43 +02:00
samuncle
daf4721fa9 Add a mitigation for tilling textures. Very usefull for terrains, etc 2018-04-07 04:11:11 +02:00
samuncle
32016f0118 Add tilling mitigation shader 2018-04-06 16:25:39 +02:00
samuncle
7db4ef8056 Add a shader to use the day/night cycle for lamps, etc 2018-02-27 23:38:28 +01:00
Benau
0e5b7b532c Further boost stk by writing 1 less framebuffer attachment
Now we can get determine the background color by depth, so
the alpha tricks in diffuse color fbo is not necessary

And using rgba8 to pack normal doesn't seem to cause visual glitches.
2018-02-07 12:49:45 +08:00
samuncle
704fe3e32a Fix a bug in the emissive contribution. Now there is a bigger range of value for bloom 2018-02-06 23:15:21 +01:00
Benau
ac8294abdb Clean up debug visualization
Allow toggle (triangle) normal / (bi)tangent / wireframe separately
2018-02-03 13:14:15 +08:00
Benau
a2052b77b9 Remove unneeded flat out
We can share the same uniform name, esp flat out is not working
for my adreno 306 in android 5.0
2018-02-03 00:21:59 +08:00
Benau
e3483fccbe Unroll the skinned mesh shader for loop
This give some fps improvement for adreno 306 in android 5.0
2018-02-02 21:59:13 +08:00
Benau
e4c827176a Remove flat for hue_change
It causes bad rendering in adreno 306 in android 5.0
2018-02-02 21:17:24 +08:00
Benau
e06fabde96 Clean up alpha test and unlit shader
Remove 1 wrong line in alpha test shader
2018-02-01 11:26:58 +08:00
Benau
154ad8d0db Fix skybox blending with light scatter 2018-01-31 01:31:12 +08:00
Benau
9e57bfb73f Split point light scatter so it can be combined together 2018-01-30 13:42:50 +08:00
Benau
11f9b74e13 Don't use out variable in vertex shader 2018-01-28 15:28:20 +08:00
Sam
c4b42c1852 Add layer of abstraction to output pbrData 2018-01-26 20:16:16 +01:00
Sam
e75f1cb799 Merge branch 'master' of https://github.com/supertuxkart/stk-code 2018-01-26 10:52:23 +01:00
Benau
97fd634ed8 Allow auto-add usable uniforms to shader 2018-01-26 16:02:31 +08:00