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185 commits

Author SHA1 Message Date
AnyOldName3
ce3ed28403 Control stomping via settings. 2021-04-18 21:44:23 +01:00
AnyOldName3
87ce1a7351 Explain stomp constants 2021-04-18 20:31:33 +01:00
AnyOldName3
a81dfe9ccc MGE XE-like stomping 2021-04-18 20:31:33 +01:00
AnyOldName3
1737f737df Don't use a vec3 if only two components get read 2021-04-18 20:31:32 +01:00
glassmancody.info
531a6e1979 Code review fixes, remove implicit GLSL casts 2021-04-13 11:09:54 -07:00
glassmancody.info
92033bca64 Fixed error in calculating viewspace sun dir, minor cleanup 2021-04-13 11:09:49 -07:00
glassmancody.info
9e80091aff clear up force shaders and make it less convoluted 2021-04-13 11:09:49 -07:00
glassmancody.info
d4e7d25d14 Make life not suck for whoever wants to edit lighting shaders 2021-04-13 11:09:49 -07:00
glassmancody.info
eecb9886a9 Shader cleanup, fix indicies 2021-04-13 11:09:49 -07:00
glassmancody.info
4ba473b684 Finalize settings, torch fix 2021-04-13 11:09:49 -07:00
glassmancody.info
71c30a31df in-game settings, some require restart 2021-04-13 11:09:49 -07:00
glassmancody.info
280fd2b162 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:09:35 -07:00
glassmancody.info
71f7f30c0b Don't break NV shaders 2021-04-13 11:09:35 -07:00
glassmancody.info
d195602a9d Switch to shared layout, some rewording 2021-04-13 11:09:35 -07:00
glassmancody.info
690995988b More formatting, OpenCS cells are unbroken 2021-04-13 11:09:35 -07:00
glassmancody.info
08b5681284 Missed redundant formatting changes 2021-04-13 11:09:35 -07:00
glassmancody.info
328ec85757 Code review cleanup, add setting documentation 2021-04-13 11:09:35 -07:00
glassmancody.info
24454a1698 Switch to integer, uint not reliable in GLSL 120 2021-04-13 11:09:35 -07:00
glassmancody.info
ec27e60284 Cutoff conditional in light shader 2021-04-13 11:09:35 -07:00
glassmancody.info
05a5cee132 Brighter point lights and light fade 2021-04-13 11:09:35 -07:00
glassmancody.info
7370acdf54 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:09:19 -07:00
glassmancody.info
43ac32921c Rewrite, support different lighting methods 2021-04-13 11:09:19 -07:00
glassmancody.info
9d9074c244 Add shared UBO 2021-04-13 11:07:48 -07:00
glassmancody.info
dda735c54a initial commit 2021-04-13 11:06:16 -07:00
Andrei Kortunov
1ab5a9f530 Revert "Merge branch 'refractiontest' into 'master'"
This reverts commit b31459cc00, reversing
changes made to 369adf1583.
2021-03-30 15:32:01 +04:00
Alexei Dobrohotov
2fdbe9b3f6 Handle BSShader[PP/No]LightingProperty 2021-03-22 01:55:58 +03:00
wareya
1a4e9df707 add bit to suppress coastline artifacts at more of a distance 2021-03-19 20:12:40 -04:00
wareya
bf336e4cb4 make sun scattering color stop being an ugly radioactive green 2021-03-19 18:51:52 -04:00
wareya
845e3944d6 make refraction more visible even at a distance 2021-03-19 17:54:08 -04:00
AnyOldName3
34af58f53f Use correct extension name.
Like 0068c7bb25, but for other shaders, too
2021-03-13 23:02:48 +00:00
AnyOldName3
3103266406 Add correct preprocessor check when enabling extension 2021-03-13 01:31:35 +00:00
AnyOldName3
0431ba4c87 Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling 2021-03-13 01:23:30 +00:00
AnyOldName3
b8ee32e317 Support A2C for groundcover 2021-02-14 23:32:04 +00:00
AnyOldName3
4f510d85ba Merge remote-tracking branch 'upstream/master' into alpha-meddling 2021-02-14 22:42:55 +00:00
AnyOldName3
f8f6d63d4c Optimise groundcover lighting 2021-02-09 21:56:21 +00:00
Andrei Kortunov
e3490c8606 Remove dead code 2021-01-26 22:29:41 +04:00
Andrei Kortunov
36fc573375 Take in account Z direction for stomping 2021-01-26 22:29:41 +04:00
Andrei Kortunov
5124e81348 Use linear interpolation instead of abrupt transitions for groundcover lighting 2021-01-26 22:29:41 +04:00
Andrei Kortunov
14cf0ce1dc Implement instanced groundcover 2021-01-26 22:29:41 +04:00
AnyOldName3
b6e92c9c6d Use ShaderVisitor to skip translucent framebuffer specific stuff 2021-01-20 23:37:19 +00:00
AnyOldName3
8af8ad3840 Always write opaque fragments instead of relying on blending being off for translucent RTT 2021-01-20 01:17:16 +00:00
AnyOldName3
0068c7bb25 Spec says GL_ 2021-01-08 17:32:15 +00:00
AnyOldName3
4ed3252001 Check for EXT_gpu_shader4 CPU-side
Mesa lies and always defines GL_EXT_gpu_shader4 even when the extension
isn't present.
2021-01-07 18:13:51 +00:00
AnyOldName3
d13459ecf9 Scale mipmap alpha to preserve coverage 2021-01-05 22:21:54 +00:00
AnyOldName3
69386df036 Correct alpha testing functions 2021-01-02 18:27:25 +00:00
AnyOldName3
9b99c76032 Clamp alpha reference to avoid degenerate case 2021-01-01 16:01:33 +00:00
AnyOldName3
54d465e3dc Do all alpha testing early and only once 2020-12-27 03:07:04 +00:00
AnyOldName3
5e004356a2 Merge remote-tracking branch 'upstream/master' into alpha-meddling 2020-12-27 02:48:42 +00:00
AnyOldName3
8f4b856b44 Initial A2C implementation 2020-12-26 22:45:53 +00:00
Alexei Dobrohotov
09759c6620 Clean up shader lighting 2020-12-22 04:46:35 +03:00