Deve
28d85d7ba3
Use explicit attrib location when the extension is available.
...
It allows to enable it easily in GLES renderer. And we check if this extension is available anyway because it's needed for shadows, so we can use it for other shaders too.
2017-02-01 21:58:10 +01:00
Benau
d932451295
Don't out a interpolated color change
...
It will should be determined by colorization mask in fragment shader
2016-12-23 11:38:32 +08:00
Benau
5884d7b9d8
Avoid using matrix4 calculation
2016-11-28 15:44:14 +08:00
Benau
45c5b0ffd6
Improved colorization in instanced rendering
2016-11-28 13:08:27 +08:00
Benau
decf3b9715
4 bindless textures + texture translation + colorization in vao
2016-11-28 10:47:14 +08:00
deve
d5e30ee41e
Port also other shaders to use #stk_include
2016-06-27 13:11:27 +02:00
Vincent Lejeune
08cb4b4297
Fix tangent/bitangent computation
...
Shouldn't make any difference since we don't rescale that much
2015-01-12 23:01:35 +01:00
Vincent Lejeune
cc43861896
Tangent/Bitangent direction only matters.
2015-01-07 21:51:23 +01:00
Vincent Lejeune
c4e5a720f7
Do not undefine builtin macros.
2014-12-18 22:09:14 +01:00
Vincent Lejeune
354dad7392
Fix an error when indirect instancing is not supported
2014-12-01 01:46:50 +01:00
Vincent Lejeune
b034049a28
Support for 3 tex mats
2014-09-19 23:09:22 +02:00
Vincent Lejeune
7c54ac4d81
Fix second texcoord in instanced_object_pass.vert
2014-09-14 23:07:10 +02:00
Vincent Lejeune
94cd8d5c51
Avoid some useless computation in some vert shaders
2014-09-05 23:41:12 +02:00
Vincent Lejeune
7bff68870c
Read sampler from attributes.
2014-08-24 21:50:59 +02:00
vlj
f77695c098
Add Tangent/Bitangent in instanced object shader.
2014-08-15 17:15:19 +02:00
Vincent Lejeune
70b0fce50c
Add support for instanced normal map mesh.
2014-08-13 19:20:40 +02:00
Vincent Lejeune
58c094917e
Use an header included in every shaders.
2014-08-02 00:50:56 +02:00
vlj
fd5061057d
Fix for instanced object with default material.
2014-07-02 22:37:51 +02:00
vlj
b861c3fb73
Use fixed attribute location for instanced objects.
2014-06-29 22:19:10 +02:00
vlj
bde17a28d5
Fix for GL 3.1 context
2014-06-27 20:58:52 +02:00
vlj
948c5e8aa2
Use explicit attribute location.
...
Should help implementing basevertex later, and simplify vao creation a
lot.
2014-06-24 23:17:41 +02:00
vlj
883b39591f
Width and height are passed by UBO
2014-05-17 02:39:55 +02:00
Vincent Lejeune
d7eaaf4885
Add a m_ubo_disabled switch in user config file.
...
This should be used to workaround a bug in intel windows drivers.
2014-04-19 18:38:57 +02:00
vlj
3a55bbe796
Generalize use of UBO.
2014-04-10 21:16:44 +02:00
Vincent Lejeune
bb311618e3
Instancing: Add support for scale transformation.
2014-03-31 18:10:45 +02:00
vlj
ca1a1e37d9
Fix normals for normal object.
2014-03-29 01:22:08 +01:00
Vincent Lejeune
5c8ef365a5
Merge instanced_object_pass vertex shaders.
2014-03-23 19:28:07 +01:00