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
vlj
73755a3431
clamp overload was ambiguous.
2014-03-23 01:09:14 +01:00
samuncle
f7f3cb1cbe
Add depth of field to the color_level shader. As vincent requested. Something cleaner need to be done
2014-03-23 00:59:06 +01:00
Marianne Gagnon
5750b860c9
Add missing icon
2014-03-22 19:49:48 -04:00
vlj
6538d16eb3
Fix a shader compile failure on nvidia.
2014-03-22 22:32:52 +01:00
Vincent Lejeune
29749d5dbd
Merge commit 'f3e2da881a4d394c4ca902548e788f5b4c0bdd81'
...
* commit 'f3e2da881a4d394c4ca902548e788f5b4c0bdd81':
Do not build shadow shader without gs support.
Add a function to query supported glsl ver
Some drivers dont support const array
2014-03-22 18:54:51 +01:00
Vincent Lejeune
ae3cf30070
Add a function to query supported glsl ver
2014-03-22 18:36:20 +01:00
Vincent Lejeune
aa39246404
Some drivers dont support const array
2014-03-22 18:36:19 +01:00
Unitraxx
c647fa5081
Merge pull request #1252 from mcsab/master
...
Reset-per-lap achievement support
2014-03-22 01:12:28 +01:00
Vincent Lejeune
320558c205
Merge branch 'master' of https://github.com/supertuxkart/stk-code
2014-03-22 00:52:53 +01:00
Csaba Molnar
3a5812dd6c
Merge branch 'master' of https://github.com/supertuxkart/stk-code
...
Conflicts:
data/achievements.xml
2014-03-22 00:52:33 +01:00
Marianne Gagnon
33b3880320
Add the author of the GP editor to the credits
2014-03-21 18:56:47 -04:00
Vincent Lejeune
340eaa9352
Factorize getLightFactor
2014-03-21 18:36:47 +01:00
Vincent Lejeune
01b88fde9d
Factorize DecodeNormal from misc shaders.
2014-03-21 18:17:21 +01:00
Vincent Lejeune
77e5f413c7
Factorize EncodeNormal from Pass1 shaders.
2014-03-21 18:10:54 +01:00
Marianne Gagnon
2f2547420d
Apply Marc Coll's Grand Prix editor, thanks! There will be refinements to come for sure, but this is a very nice start
2014-03-20 21:13:05 -04:00
auriamg
dee2a0300e
Merge pull request #1259 from cosmincav/master
...
Added achievement: unstoppable
2014-03-20 20:08:43 -04:00
vlj
f06ad3c785
Reenable transparent + fog material.
2014-03-20 18:25:44 +01:00
cosmin.crecana
8616ce546a
achievement_unstoppable
2014-03-20 15:30:11 +02:00
Vincent Lejeune
9a6d15a865
Attempt to fix skidding mark's color
2014-03-19 01:25:54 +01:00
Marianne Gagnon
4948f5acb2
Merge branch 'master' of https://github.com/sudip1401/stk-code
...
Conflicts:
data/achievements.xml
src/achievements/achievement_info.hpp
2014-03-18 19:16:43 -04:00
Vincent Lejeune
dd5997d277
Start working on instancing library node
2014-03-18 23:47:53 +01:00
Csaba Molnar
806da15a12
Skidding achievement
2014-03-18 23:47:38 +01:00
hiker
3d5fbaa92f
Merge branch 'master' of https://github.com/gupascal/stk-code into gupascal-master
...
Fixed some merging issues.
Conflicts:
data/achievements.xml
src/achievements/achievement_info.hpp
2014-03-18 10:44:11 +11:00
Csaba Molnar
e8eabc80c9
Fixing achievement description
2014-03-17 22:26:53 +01:00
Csaba Molnar
60f1d8ae20
Achievement reset-after-lap beta
2014-03-17 22:07:55 +01:00
sudip1401
89d7663112
Poweruplover achievement
2014-03-18 02:04:01 +05:30
auriamg
847ceca671
Merge pull request #1243 from mcsab/master
...
Skidding achievement
2014-03-15 15:01:41 -04:00
Marianne Gagnon
0425cf2ef4
Implement color variation in particle system
2014-03-15 13:35:51 -04:00
Guillaume P
8a34be1ab3
Add a new Gold Driver achievement.
2014-03-15 15:12:28 +01:00
Csaba Molnar
385f108b16
Skidding achievement
2014-03-15 00:38:16 +01:00
Vincent Lejeune
cb344520ef
Merge branch 'BatchedDrawCalls'
2014-03-14 16:57:18 +01:00
Vincent Lejeune
0c5d5ce96e
IBL: Fix sampling ignoring cubemap rotation
2014-03-14 16:51:07 +01:00
Vincent Lejeune
740c251808
Use Instancing for lights.
2014-03-14 16:51:06 +01:00
Rakesh Ranjan Nayak
9b50c9f8bd
merged code with upstream master
2014-03-13 22:47:06 +05:30
Rakesh Ranjan Nayak
8f55faeed3
added achievement banana lover
2014-03-13 22:28:52 +05:30
Guillaume P
955b27bf75
Add a Marathoner achievement.
2014-03-12 14:15:16 +01:00
Vincent Lejeune
e9e60339bf
Fix non compiling shader on mesa
2014-03-09 21:06:02 +01:00
auriamg
605e4c6dff
Merge pull request #1218 from divvy81/downstream
...
1195 Multiplayer kart selection
2014-03-05 18:04:03 -05:00
Dk
c5d23f7154
1195 Multiplayer kart selection commit 18
2014-03-05 23:02:23 +05:30
Dk
eddc512b16
1195 Multiplayer kar selection screen commit 17
2014-03-05 21:37:07 +05:30
Dk
0e17d39f1a
1195 Multiplayer kart selection commit 15
2014-03-05 20:47:05 +05:30
Dk
1dab0daeb5
1995 Multiplayer kart selection screen commit 14
2014-03-05 20:16:48 +05:30
Vincent Lejeune
8600d3bc61
IBL: Spheremap now reflects skybox
2014-03-04 23:37:45 +01:00
Vincent Lejeune
391053e368
IBL: Implement IBL
2014-03-04 23:28:24 +01:00
Vincent Lejeune
718c1cacb0
Improved caustics effect.
2014-03-04 22:30:33 +01:00
Vincent Lejeune
c93c921028
STKMesh: Support caustic material.
2014-03-04 18:42:33 +01:00
Vincent Lejeune
e1d879a1f2
STKMesh: Improve displace effect.
2014-03-03 23:59:12 +01:00
Dk
14467e320b
1195 Multiplayer kart selection screen
2014-03-03 23:32:43 +05:30
samuncle
7393fa0603
Add an attenuation based on depth
2014-03-03 16:38:26 +01:00
samuncle
ee76d9b579
Reduce the brightness of the vignette
2014-03-03 15:19:22 +01:00
samuncle
4b92ee1716
Add a vignette to simulate a real camera
2014-03-03 14:12:56 +01:00
Vincent Lejeune
9f83b1ab76
Remove unneeded varying in sky.frag.
2014-03-02 17:50:42 +01:00
Vincent Lejeune
da4896c3d8
SSAO: tweak fade distance.
2014-03-01 22:50:22 +01:00
Dk
33a5dbacfd
1195 multiplayer Kart selection
2014-03-01 00:05:24 +05:30
Dk
84cc9dd972
1195 Multiplayer kart selection
2014-03-01 00:01:32 +05:30
Vincent Lejeune
baba5f79d1
Remove some unused shaders.
2014-02-28 17:30:25 +01:00
Vincent Lejeune
af862cb6c5
#version autoadded to shaders and turn some v120
2014-02-28 17:29:05 +01:00
hiker
1903aee114
Changed lower and upper bound (at lower speed less speed should be
...
lost), capped speed fraction. Tweaked parachutes parameters somewhat.
2014-02-28 23:57:49 +11:00
Dk
15faf7dbee
1195-Multiplayer kart selection
2014-02-28 16:51:27 +05:30
Bart Cools
89a336ff9a
Tweaked the logic of parachutes to be more modifiable. There now is an upper bound percentage and lower bound percentage which will be applied if you are driving faster and slower respectively. Also added those values in stk_config.xml to make playtesting easier (ticket #1135 )
2014-02-28 11:10:25 +01:00
Marianne Gagnon
a5eba8bf83
remove leftover floating ribbon in giftbox model
2014-02-26 19:50:19 -05:00
Vincent Lejeune
108e82afc2
Fix Sara's moving textures.
2014-02-27 01:49:03 +01:00
Vincent Lejeune
9941b18d7f
Rework moving textures support.
2014-02-27 01:22:34 +01:00
Vincent Lejeune
7532ea1768
Skybox: Do some cleaning.
2014-02-26 22:28:06 +01:00
Vincent Lejeune
9ffa4681d3
Better when actually include the shaders.
2014-02-26 21:53:29 +01:00
hiker
6cce1199e9
Fixed typo in new achievement (attribute must be named goal).
2014-02-26 07:41:06 +11:00
hiker
f8a462a39f
Added support for different types of achievement checking: besides
...
'all-at-least' (all keys must be >= the corresponding goal value) now also
'one-at-least' (at least one key is >= a constant goal value) is supported.
Implemented 'Arch Enemy' achievement: hit the same kart at least 5 times
in one race.
2014-02-25 17:20:24 +11:00
Marianne Gagnon
317f147406
Fix normals in item boxes and bananas
2014-02-23 19:05:09 -05:00
hiker
4f266639aa
Merge branch 'master' of github.com:supertuxkart/stk-code
2014-02-24 08:22:55 +11:00
hiker
5fc300d7bb
Removed Single and MapAchievent (and Singe/MapAchievementInfo), instead
...
using the generic key-value mapping Map* has provided for everything.
Changed format of achievements.xml to be more compact.
2014-02-24 08:21:15 +11:00
Vincent Lejeune
2d1acf5353
Godray: improve the effect and its stability.
2014-02-23 20:16:03 +01:00
Vincent Lejeune
04fc4c3be7
Reenable Godray (on all track atm)
2014-02-23 20:02:15 +01:00
Vincent Lejeune
778cdcf3ce
Godray/Godfade now declared in new pipeline.
2014-02-23 18:59:24 +01:00
Vincent Lejeune
a00abffb01
MotionBlur: Use direct GL calls.
2014-02-23 00:13:22 +01:00
Vincent Lejeune
8ba0fcb8e0
STKMesh: Transparent texture can move now.
2014-02-20 18:31:00 +01:00
Vincent Lejeune
40c4155bd2
STKMesh: Support for (non ref) moving texture
2014-02-20 00:01:02 +01:00
samuncle
073a049389
Correction of a syntax error
2014-02-17 22:36:00 +01:00
Vincent Lejeune
e5a174d85b
Add compatibility keyword on and remove some unused shaders
2014-02-17 15:34:57 +01:00
Vincent Lejeune
d5d57bbae0
Shadows: Softer edge and smoother cascade transitions
2014-02-15 20:45:47 +01:00
Vincent Lejeune
57079cbff5
Shaders: Declare penumbraH/V and shadowgen
2014-02-12 23:32:18 +01:00
Vincent Lejeune
0243546e4d
Use an openGL 3.3 compatibility context when available.
2014-02-12 22:16:10 +01:00
Vincent Lejeune
70f89a8bce
Shadow: Use 4 cascades.
...
Now that we use GS and textures array it's easier to add a cascade.
4 is still not optimal but I'd like to avoid cascade count inflation as
much as possible ; 4 x 1024x1024 has the bandwidth requirement of the
single 2048x2048 shadowmaps we previously had.
2014-02-11 21:49:46 +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
Vincent Lejeune
c8844486fa
Shadow: Tweak bias
2014-02-10 15:58:09 +01:00
Vincent Lejeune
515bcbc750
Shadow: very crude csm support
2014-02-10 15:42:17 +01:00
Vincent Lejeune
19d490a26d
Lights: Remove unused export value.
2014-02-09 21:18:15 +01:00
Vincent Lejeune
5d5ac34648
Shadow: soften edge a little
2014-02-09 20:03:54 +01:00
Vincent Lejeune
63db565fd7
Shadow: Better bias.
2014-02-09 19:42:22 +01:00
Vincent Lejeune
f0ef8e9913
Shadow: reenable shadows
...
It's just plain basic shadowmaps, a lot of tweak is still necessary but
it gives a way to see how light values are affected in some places.
(cave in chocolate for instance)
2014-02-09 19:20:55 +01:00
Vincent Lejeune
ab05cb45b8
Shaders: Remove some unused shaders.
2014-02-08 18:19:16 +01:00
Vincent Lejeune
653a695eda
Fix fog looking weird on transparent.
...
But mixing alpha with 0 instead of 1.
2014-02-05 15:07:57 +01:00
Vincent Lejeune
5964809f3c
Forget to add transparentfog.frag shader.
2014-02-03 20:14:12 +01:00
Vincent Lejeune
6e93178d68
Fog: Do not use camposition in the shader.
2014-02-03 20:04:00 +01:00
Vincent Lejeune
cd43ee3c9d
Lightprepass: Remove now useless lightblend shader.
2014-02-02 20:18:05 +01:00
Vincent Lejeune
2bb1254fa4
Fix bloom shader
2014-02-02 02:13:04 +01:00
Sachith Hasaranga Seneviratne
fa72b7716e
Fixed bug #1056 Addons search last updated option text is cropped
...
changed addons_screen.stkgui to ensure the filterdate spinner had adequate space.
Signed-off-by: Sachith Hasaranga Seneviratne <sachith500@gmail.com>
2014-01-30 12:56:54 +05:30
Vincent Lejeune
fd968a0acf
OGL32CTX: Factorize UI shaders
...
This should fix UI disappearing after resolution change.
2014-01-28 21:26:16 +01:00
Vincent Lejeune
f50e6f817d
Use another normal encoding method from a crytek slide.
2014-01-27 23:29:46 +01:00
Vincent Lejeune
1c98cf0b61
Normalize normals when they are used to get more precision
2014-01-27 22:31:01 +01:00
Vincent Lejeune
5771dd98c7
Fix typo
2014-01-27 22:31:01 +01:00
Deve
a65d538b05
Upload patch from ubuntu backports for supertuxkart.desktop file
...
and add polish translation.
2014-01-27 21:52:05 +01:00
Vincent Lejeune
d642bc1489
Lightprepass: Only store normals in rtt
...
Use a more economical rtt format.
2014-01-27 21:47:25 +01:00
Vincent Lejeune
22ccf3bab3
GPUParticle: Use depthbuffer
2014-01-27 20:33:21 +01:00
Vincent Lejeune
dbcf60003b
SunLight: Use DepthBuffer
2014-01-27 20:25:45 +01:00
Vincent Lejeune
ecac127dd6
Fog: Use depthbuffer.
2014-01-27 20:25:19 +01:00
Vincent Lejeune
0b531b20f7
SSAO: Use depth buffer.
2014-01-27 20:24:57 +01:00
Vincent Lejeune
5e68334ce9
PointLight: Use depthbuffer
2014-01-27 20:22:01 +01:00
Vincent Lejeune
c77ffb1882
STKBillboard: Create new SceneNode wrapper.
2014-01-27 17:33:08 +01:00
Vincent Lejeune
ac8a729bcd
SSAO: Actually simplifying code was a mistake.
2014-01-27 00:56:58 +01:00
Vincent Lejeune
684d265924
SSAO: Disable alpha test and simplify code
2014-01-27 00:53:52 +01:00
Vincent Lejeune
993d1e26dc
Revert "SSAO: Remove the strenght parameter"
...
This reverts commit b92f0b6ecc
.
2014-01-27 00:52:20 +01:00
Vincent Lejeune
63882318a7
SSAO: Fix typo and use 16 samples
2014-01-27 00:47:35 +01:00
Vincent Lejeune
b92f0b6ecc
SSAO: Remove the strenght parameter
2014-01-27 00:41:41 +01:00
Vincent Lejeune
31991ecd7e
SSAO: Improve randomness using NEAREST filtering
2014-01-27 00:09:36 +01:00
Marianne Gagnon
30011be115
My tweaks to SSAO, to improve randomness and final blending
2014-01-25 22:03:47 -05:00
Vincent Lejeune
8b5df4143f
Fix attempt for black objects.
2014-01-26 01:56:08 +01:00
Vincent Lejeune
88561aa838
STKMesh: Implement (single) texture detail support for objectpass shaded objects.
2014-01-26 01:33:13 +01:00
Vincent Lejeune
2e994502e3
Properly handle unlit object.
2014-01-26 01:09:25 +01:00
Vincent Lejeune
8bd6d7945c
STKAnimatedMesh: Support for rimlit karts
2014-01-24 20:29:54 +01:00
hiker
1e721906e7
Merge branch 'master' of github.com:supertuxkart/stk-code
2014-01-23 09:55:52 +11:00
Vincent Lejeune
b94f8f0c18
Light: Factorize some code.
2014-01-22 22:22:54 +01:00
Vincent Lejeune
68976a7a8e
STKMesh: Found the correct swizzle for untextured geometry
2014-01-22 19:07:59 +01:00
Vincent Lejeune
d13032ca9b
STKMesh: Support for untextured object
...
The color are not the correct one though...
2014-01-22 18:47:22 +01:00
hiker
836b9fae9c
Improved layout of login screen.
2014-01-22 16:20:45 +11:00
Vincent Lejeune
4cbbf91e4e
Light: Sunlight uses the new shaders.
2014-01-21 23:45:53 +01:00
hiker
5918f43ce6
Merge branch 'master' of github.com:supertuxkart/stk-code
2014-01-22 08:06:28 +11:00
samuncle
5efa395acb
SSAO is stronger now
2014-01-21 20:06:06 +01:00
Vincent Lejeune
7faed75a84
STKMesh: Add support for Displacing
2014-01-21 18:42:18 +01:00
hiker
f0365fc7a0
Removed old login dialog. Fixed tabs in login screen that
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were not properly focused.
2014-01-21 17:14:23 +11:00
Vincent Lejeune
a67f5bf511
STKMesh: Use forward rendering for transparent
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Transparent objects may be double sided (like bubble),
it doesn't make sense to use a deferred renderer.
2014-01-20 21:42:38 +01:00
Vincent Lejeune
f3a9b24880
STKMesh: Start support for transparent object.
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Highly experimental, only applies on the blob shadow under karts.
2014-01-20 20:43:39 +01:00
Vincent Lejeune
ceb1fdc88a
SSAO: Use a single texture fetch for random.
2014-01-20 20:43:03 +01:00
hiker
260f4f148d
Reworked the login and register dialog to be a screen - still
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work in progress (and guest login does not work yet).
2014-01-20 21:39:59 +11:00
Vincent Lejeune
32836cf93d
Use 8 samples instead of 16
2014-01-19 20:57:58 +01:00
Vincent Lejeune
24443829db
STKMesh: Support grass shader
2014-01-19 20:56:10 +01:00
Vincent Lejeune
859be83074
Explicitly define fragment exported values.
2014-01-19 19:31:00 +01:00
Vincent Lejeune
fb6649eaad
texture2D is deprecated, use texture instead
2014-01-19 18:53:35 +01:00
Vincent Lejeune
d6d8301f17
SSAO: Use a noise texture rather than a function
2014-01-19 18:20:57 +01:00
Vincent Lejeune
4d66503dae
STKMesh: Use objectref now
2014-01-19 02:15:17 +01:00
Vincent Lejeune
2609e5c709
LightPrepass: start porting object_ref
2014-01-19 01:32:08 +01:00
Vincent Lejeune
00cf026051
Tweak glow so that black halo is less visible.
2014-01-18 20:11:18 +01:00
Vincent Lejeune
dec2cb29ec
STKMesh: Support splatting
2014-01-18 19:03:10 +01:00
Vincent Lejeune
fbe9b26127
STKMesh: Support spheremap material
2014-01-18 18:10:22 +01:00
Vincent Lejeune
002bb9c276
Remove unused spheremap.vert/frag
2014-01-18 17:26:01 +01:00
Vincent Lejeune
42e6da443a
Simplify Spheremap shader.
2014-01-18 03:25:54 +01:00
Vincent Lejeune
787866909d
SSAO: Do not use trilinear filtering
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Normals RTT is not mipmapped and thus bad things happened above a
certain value in the depth buffer because of trilinear filtering.
2014-01-17 23:59:08 +01:00
Vincent Lejeune
693e2c7e33
STKMesh: Support NormalMapped meshes.
2014-01-17 23:50:06 +01:00
Vincent Lejeune
7da65c15f0
Enable tangents on every lod instance and fix normalmap
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This will increase the memory footprint of lod object,
however this is the only way I found to make meshbuffer using
GE_NORMAL_MAP to provide the necessary info to this shader.
Now the pedestal in overlord looks perfectly normal mapped.
2014-01-17 21:55:25 +01:00
Vincent Lejeune
77c9289645
LightPrepass: Reenable glow pass.
2014-01-17 18:52:44 +01:00
vlj
6ac970d9a3
STKMesh: Use SSAO
2014-01-16 23:14:59 +01:00
Vincent Lejeune
c7fe307a52
LightPrepass: Split the rendering in 2 phases.
2014-01-16 17:51:33 +01:00
vincentlj
f338fbacb1
SSAO: Use a proper rand() function to generate fragment local coordinate system.
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This new level of randomness get rid of most banding effect, SSAO now looks quite good.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15072 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-14 14:22:01 +00:00
vincentlj
23d0b42b5f
Light: Simplify slightly shader
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15069 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-14 01:24:28 +00:00
vincentlj
a5c84822cc
Fix colortexturedquad shader/vertexpointer.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15068 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-14 01:05:03 +00:00
vincentlj
d5c06c8583
Fix colored rectangle color.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15067 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-14 00:11:59 +00:00
vincentlj
35f37a62c2
Font looks better now.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15061 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 22:28:10 +00:00
vincentlj
43a206ff2c
Characters are now black again.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15060 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 22:16:04 +00:00
vincentlj
c88d89a4f0
SSAO: Some tweaks.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15059 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 18:59:59 +00:00
vincentlj
c02d99ed9f
GPUParticles: Do not grow when size is 0
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15047 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 16:05:26 +00:00
vincentlj
6a8396ea33
Forget a passthrough call and fix texturedquad shader.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15045 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 15:22:58 +00:00
vincentlj
3504f04a4e
Remove unneeded flip shader.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15044 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 14:54:07 +00:00
vincentlj
7d1df19342
Use a passthrough shader for some fullscreen effect.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15043 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 14:50:16 +00:00
vincentlj
164f1dda11
Use direct gl calls for color_levels.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15031 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 00:04:53 +00:00
vincentlj
47d7f4fdd4
Use direct gl calls for ppdisplace.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15028 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 23:43:00 +00:00
vincentlj
f8e17ecffa
Use direct gl calls for BloomBlend too.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15026 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 23:19:28 +00:00
vincentlj
9968ff1ccf
Use custom opengl call for bloom fullscreen shader.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15022 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 21:07:14 +00:00
vincentlj
c5edf82a6c
GPUParticles: This should fix boxemitters.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15017 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 19:49:23 +00:00
vincentlj
e4dd3c9ed6
GPUParticle: Fix sudden amount of particle for boxemitter
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15015 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 18:40:04 +00:00
vincentlj
55d085bf6d
STKMesh: Now use separate shader for ref/noref object
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15012 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 17:40:39 +00:00
vincentlj
8e7e84c984
STKMesh: Use VAO for faster rendering
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15011 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 17:03:02 +00:00
vincentlj
fda86ed45c
STKMesh: Rendering in minel is working (except transparent part)
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15008 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 15:27:24 +00:00
vincentlj
ebaec55f4d
STKMesh: Rendering works...sortof
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15002 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-12 00:26:18 +00:00
vincentlj
15dc149799
STKMesh: Rendering implemented although it's a big red shader
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15000 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-11 22:57:48 +00:00
vincentlj
80faf282dc
GPUParticles: Fix glsl versions.
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Only heightmap sim require version 140.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14995 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-10 17:42:43 +00:00
vincentlj
ba61e2cbe4
GPUParticles: Finish refactorisation.
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Heightmap are enabled again for snow.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14994 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-10 17:40:25 +00:00
vincentlj
af81015fcd
GPUParticles: Use different shaders to avoid unneeded uniforms.
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Heightmap affector is temporarly disabled.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14993 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-10 17:26:57 +00:00
vincentlj
45067e59cf
OGL32CTX: Revert to use gl_TextureMatrix[]
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14992 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-10 01:29:32 +00:00
vincentlj
90f701c42d
OGL32CTX: Attempt to replace implicitly defined uniforms for objectpass
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This breaks animated textures in xr591...
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14990 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-10 00:31:22 +00:00
vincentlj
857f675f35
OGL32CTX: Replace another series of implicit declared uniforms
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14989 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-10 00:30:56 +00:00
vincentlj
9a99c3dae6
OGL32CTX: Replace implicitly defined uniforms in displace
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14985 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:32:51 +00:00
vincentlj
75b492b871
OGL32CTX: Replace implicitly declared uniforms in bubble
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14984 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:32:38 +00:00
vincentlj
751d09d35f
GPUParticles: Remove snow shader as we use another now.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14983 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:09:50 +00:00
vincentlj
986f3a6098
OGL32CTX: Remove implicitly defined uniforms in normalmap
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14982 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:08:23 +00:00
vincentlj
e6d774a3ac
OGL32CTX: Remove implicitly defined uniforms in splatting
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14981 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:08:15 +00:00
vincentlj
9ba803140a
OGL32CTX: Remove implicitly defined uniforms in grass
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14980 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 17:08:03 +00:00
vincentlj
9d7ab41c11
OGL32CTX: Replace ftransform by gl_ModelViewProjectionMatrix * gl_Vertex.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14979 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 16:09:27 +00:00
vincentlj
99fde5faa4
GPUParticles: Kill snow flake when it hit the ground according to the heightmap.
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(Actually we move it outside of the player view)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14977 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 01:49:06 +00:00
vincentlj
105761151d
GPUParticles: Another snow tweak
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Slightly more particles, constrained rotation direction, lower speed (vector and rotation)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14976 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 01:32:17 +00:00
vincentlj
73ba827763
GPUParticles: Tweak snow parameters.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14975 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 01:16:46 +00:00
vincentlj
42c16b32cb
OGL32CTX: Replace deprecated "varying" by in/out semantic and make them explicit.
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gl_Texcoord[]/gl_Color should be explocitly passed as in/out.
Compilers can pack varyings if the architecture does benefit from it (for instance intel mesa driver) but on the other hand they usually don't change size of varying even if there is only a single component used.
So storing vec2 into vec4 may waste performances.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14974 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-09 00:17:28 +00:00
vincentlj
2ba340b6cb
OGL32CTX: Add vertex shader where default one was assumed.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14973 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-08 23:11:10 +00:00
vincentlj
53e32a9848
GPUParticles: bump shaders version to 140 to enable texture buffer support.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14971 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-08 19:09:04 +00:00
vincentlj
28d02f9622
GPUParticles: Implement particle flip.
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Snow quads suffers from folding, I have to investigate and/or ask hiker.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14969 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-08 18:34:57 +00:00
samuncle
ff7a3d01c4
Minor update on the skybox shader
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14966 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-08 08:48:46 +00:00
vincentlj
5b8ca4fcd7
GPUParticles: Implement HeightMapAffector equivalent.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14961 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-07 21:06:06 +00:00
auria
b1c8898b54
Bump track XML version number to 6
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14948 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-07 00:05:40 +00:00
vincentlj
51023ceb81
GPUParticles: Fix adjusted_initial_velocity computation.
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Thank to Auria and hiker for their help.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14947 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-07 00:04:43 +00:00
vincentlj
88bb3a8da8
GPUParticles: Add support for increase factor
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14945 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-06 22:58:04 +00:00
vincentlj
7a95d46448
GPUParticles: Use smoothstep for fade out and remove direction modulation by size.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14944 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-06 22:35:54 +00:00
vincentlj
841aa05cc0
GPUParticles: Use gl_vertexID to improve particle emission rate handling.
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14941 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-06 18:05:21 +00:00
auria
068eb8ece2
Add ozoneone's new snow song
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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14938 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-06 02:55:37 +00:00
vincentlj
7778a71c0a
OGL32CTX: Use correct type in coloredquad.frag
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Spotted by arb debug output too.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14927 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-05 18:54:40 +00:00
vincentlj
aad565a9bf
GPUParticles: Use size value so that it doesn't get optimized away
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Spotted by arb debug output.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14926 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-05 18:44:52 +00:00