Vincent Lejeune
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6041c48fbe
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Source DiffuseIBL algorithm
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2014-12-07 21:37:16 +01:00 |
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Vincent Lejeune
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a320eebece
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Cleanup tonemap shader
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2014-12-07 21:27:26 +01:00 |
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Vincent Lejeune
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a094bbae19
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Factorize DiffuseIBL and SpecularIBL
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2014-12-07 19:10:22 +01:00 |
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Vincent Lejeune
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e491422bdc
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Weight sample in importance sampling
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2014-12-07 18:26:51 +01:00 |
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Vincent Lejeune
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1e2656dc88
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Use clamp instead of max(0, dot(normalized, normalized))
Should help GLSL compiler to optimize them.
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2014-12-05 17:51:18 +01:00 |
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Vincent Lejeune
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8f3b8cf448
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Implement specular IBL properly
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2014-12-05 16:42:49 +01:00 |
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Vincent Lejeune
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fd2da4085b
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Rename some shader to improve their meaning
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2014-12-05 00:20:16 +01:00 |
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Vincent Lejeune
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23b781e7dd
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Move glossmap formula to getspecular shader
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2014-12-05 00:09:15 +01:00 |
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Vincent Lejeune
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354dad7392
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Fix an error when indirect instancing is not supported
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2014-12-01 01:46:50 +01:00 |
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samuncle
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91736e1941
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Add the support for emit map. For the moment it's only for solid objects
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2014-11-22 15:59:22 +01:00 |
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Vincent Lejeune
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d426a395bb
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Use old formula for glossmap
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2014-11-22 02:03:20 +01:00 |
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Vincent Lejeune
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f3a637fb99
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Fix sun area light
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2014-11-21 02:44:27 +01:00 |
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Vincent Lejeune
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79e5e9f880
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Revert "Use f0 in fresnel schlick"
This reverts commit acdafc5566 .
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2014-11-21 02:09:02 +01:00 |
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Vincent Lejeune
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593f462ec5
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Revert "Use color for specular"
This reverts commit fcba1dab86 .
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2014-11-21 02:09:00 +01:00 |
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Vincent Lejeune
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4a8afd2d40
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Implement sun as an disk area light.
Solid angle is defaulted to sun's one.
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2014-11-21 01:54:30 +01:00 |
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Vincent Lejeune
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fcba1dab86
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Use color for specular
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2014-11-20 22:57:32 +01:00 |
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Vincent Lejeune
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acdafc5566
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Use f0 in fresnel schlick
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2014-11-20 22:51:22 +01:00 |
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Vincent Lejeune
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bcd3452b70
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Remove bubble shaders
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2014-11-20 22:05:19 +01:00 |
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Vincent Lejeune
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a78b889b05
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Modelise Beer Lambert absorption for fog
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2014-11-20 21:23:33 +01:00 |
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Vincent Lejeune
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c594295288
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Tweak shadow blur
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2014-11-18 03:44:45 +01:00 |
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Vincent Lejeune
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c2859d24ce
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Improved shadow stability
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2014-11-15 21:27:15 +01:00 |
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Vincent Lejeune
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448f254a2b
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Fixes
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2014-11-15 21:02:24 +01:00 |
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Vincent Lejeune
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a7b8ba13cd
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Add shader content
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2014-11-15 20:43:44 +01:00 |
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Vincent Lejeune
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7e3c2c4897
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Add a shader to blur shadow
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2014-11-15 20:37:47 +01:00 |
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Vincent Lejeune
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687bb6e065
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Spare a few lds inst
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2014-11-15 19:18:07 +01:00 |
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Vincent Lejeune
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6cc721eaf9
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Use CS for gaussian6
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2014-11-15 01:11:26 +01:00 |
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samuncle
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ffb76788a9
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Minor tweak with transluscent material
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2014-11-13 18:02:25 +01:00 |
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samuncle
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1bd3ee24c6
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Add a description to the shader
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2014-11-12 01:22:33 +01:00 |
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samuncle
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f39ae90b6e
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merge with trunk + try to adapt to the new blur system
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2014-11-12 00:08:21 +01:00 |
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Vincent Lejeune
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192ed8a486
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Fix classic fog
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2014-11-11 22:43:25 +01:00 |
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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 |
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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 |
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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 |
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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 |
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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
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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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