scrawl
6f31b3d79f
Add parallax mapping for objects
9 years ago
scrawl
b59b2c6d6d
Move to parallax.glsl
9 years ago
scrawl
b4dda045a6
Pass the tangent in object space
9 years ago
scrawl
157c11398d
Add terrain parallax mapping
9 years ago
scrawl
6e7c6fdd7e
Implement NiTexturingProperty::DecalTexture
9 years ago
scrawl
414c19f717
Fix detailMapUV bug
9 years ago
scrawl
5e105da3ba
Generate texture coordinates per-pixel when normal map + environment map are used
9 years ago
scrawl
900b522d13
Rename viewPos to viewDirection
9 years ago
scrawl
0db7163363
Add specular mapping for terrain
9 years ago
scrawl
f01e8a6950
Add specular mapping for objects
9 years ago
scrawl
6000e48bba
Add terrain shaders and normal map support
...
Textures with _n filename suffix are automatically recognized as terrain normal maps.
9 years ago
scrawl
5e12a1b4ef
Add enchanted item glow to the shader
9 years ago
scrawl
a73512afb7
Add shader settings to settings.cfg
9 years ago
scrawl
e5a37a7023
Add normal map code
9 years ago
scrawl
18e80d5627
Add per-pixel lighting code
9 years ago
scrawl
1223bca3d4
Move doLighting to separate file
9 years ago
scrawl
456816f707
Use diffuse.a / vertex.a, use material emission
9 years ago
scrawl
5fd84074c5
Reimplement detailMap, darkMap and emissiveMap
9 years ago
scrawl
e845c576d4
Use the texture matrix
9 years ago
scrawl
3859c58a8a
Assign gl_ClipVertex in the vertex shader to make clip planes work
9 years ago
scrawl
9376811213
Vertex lighting shader
9 years ago
scrawl
044e0a829a
Add fog
9 years ago
scrawl
a9ad1b09e2
Introduce ShaderManager & ShaderVisitor
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Actual shaders still to be written.
9 years ago
scrawl
8433e0679f
Water: connect to settings window
9 years ago
scrawl
9f8d36b573
Water code cleanup
9 years ago
scrawl
09631385c3
Use boost ifstream for water resources
9 years ago
scrawl
51e40cf1b8
Water: minor shader cleanup
9 years ago
scrawl
d485dd0782
Water: fix world UV coords
9 years ago
scrawl
9f2f503d37
Water: pass the near and far planes
9 years ago
scrawl
37c9c12962
Water: clipping plane offset
9 years ago
scrawl
e13eb625d3
New water WIP
...
Changes compared to old (Ogre) water:
- Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader
- Different clipping mechanism (glClipPlane instead of a skewed viewing frustum)
- Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface
- Toned down light scattering, made the waterColor a bit darker at night
- Fixed flipped water normals and strange resulting logic in the shader
Still to do: see comments...
9 years ago