psi29a
d6a2838c8b
Merge branch 'even-fixier-alpha' into 'master'
...
Correctly track added and removed state to fix various alpha testing issues
Closes #6119
See merge request OpenMW/openmw!989
(cherry picked from commit 94be4eba18d328391a2c2aea85bb029e80b32cee)
0e57622b Correctly track added and removed state
e42b3bf9 Adapt destination alpha factor for AMD
84a9face Disable coverage adjustment for blended objects
4 years ago
Dobrohotov Alexei
ad5ee1aa1c
Don't flip NV PPL shader Y axis erroneously
4 years ago
glassmancody.info
c48eee4eee
Clamp vertex lighting before interpolation
...
Fixes a regression in which pass lighting was clamped after being passed
to fragment shader. For correct FFP emulation, we need to clamp the result
in vertex shader. When clamping after interpolation, negative lights in
particular have a much more drastic effect.
4 years ago
AnyOldName3
ce3ed28403
Control stomping via settings.
4 years ago
AnyOldName3
87ce1a7351
Explain stomp constants
4 years ago
AnyOldName3
a81dfe9ccc
MGE XE-like stomping
4 years ago
AnyOldName3
1737f737df
Don't use a vec3 if only two components get read
4 years ago
glassmancody.info
531a6e1979
Code review fixes, remove implicit GLSL casts
4 years ago
glassmancody.info
92033bca64
Fixed error in calculating viewspace sun dir, minor cleanup
4 years ago
glassmancody.info
9e80091aff
clear up force shaders and make it less convoluted
4 years ago
glassmancody.info
d4e7d25d14
Make life not suck for whoever wants to edit lighting shaders
4 years ago
glassmancody.info
eecb9886a9
Shader cleanup, fix indicies
4 years ago
glassmancody.info
4ba473b684
Finalize settings, torch fix
4 years ago
glassmancody.info
71c30a31df
in-game settings, some require restart
4 years ago
glassmancody.info
280fd2b162
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
71f7f30c0b
Don't break NV shaders
4 years ago
glassmancody.info
d195602a9d
Switch to shared layout, some rewording
4 years ago
glassmancody.info
690995988b
More formatting, OpenCS cells are unbroken
4 years ago
glassmancody.info
08b5681284
Missed redundant formatting changes
4 years ago
glassmancody.info
328ec85757
Code review cleanup, add setting documentation
4 years ago
glassmancody.info
24454a1698
Switch to integer, uint not reliable in GLSL 120
4 years ago
glassmancody.info
ec27e60284
Cutoff conditional in light shader
4 years ago
glassmancody.info
05a5cee132
Brighter point lights and light fade
4 years ago
glassmancody.info
7370acdf54
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
43ac32921c
Rewrite, support different lighting methods
4 years ago
glassmancody.info
9d9074c244
Add shared UBO
4 years ago
glassmancody.info
dda735c54a
initial commit
4 years ago
Andrei Kortunov
1ab5a9f530
Revert "Merge branch 'refractiontest' into 'master'"
...
This reverts commit b31459cc00
, reversing
changes made to 369adf1583
.
4 years ago
Alexei Dobrohotov
2fdbe9b3f6
Handle BSShader[PP/No]LightingProperty
4 years ago
wareya
1a4e9df707
add bit to suppress coastline artifacts at more of a distance
4 years ago
wareya
bf336e4cb4
make sun scattering color stop being an ugly radioactive green
4 years ago
wareya
845e3944d6
make refraction more visible even at a distance
4 years ago
AnyOldName3
34af58f53f
Use correct extension name.
...
Like 0068c7bb25
, but for other shaders, too
4 years ago
AnyOldName3
3103266406
Add correct preprocessor check when enabling extension
4 years ago
AnyOldName3
0431ba4c87
Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling
4 years ago
AnyOldName3
b8ee32e317
Support A2C for groundcover
4 years ago
AnyOldName3
4f510d85ba
Merge remote-tracking branch 'upstream/master' into alpha-meddling
4 years ago
AnyOldName3
f8f6d63d4c
Optimise groundcover lighting
4 years ago
Andrei Kortunov
e3490c8606
Remove dead code
4 years ago
Andrei Kortunov
36fc573375
Take in account Z direction for stomping
4 years ago
Andrei Kortunov
5124e81348
Use linear interpolation instead of abrupt transitions for groundcover lighting
4 years ago
Andrei Kortunov
14cf0ce1dc
Implement instanced groundcover
4 years ago
AnyOldName3
b6e92c9c6d
Use ShaderVisitor to skip translucent framebuffer specific stuff
4 years ago
AnyOldName3
8af8ad3840
Always write opaque fragments instead of relying on blending being off for translucent RTT
4 years ago
AnyOldName3
0068c7bb25
Spec says GL_
4 years ago
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.
4 years ago
AnyOldName3
d13459ecf9
Scale mipmap alpha to preserve coverage
4 years ago
AnyOldName3
69386df036
Correct alpha testing functions
4 years ago
AnyOldName3
9b99c76032
Clamp alpha reference to avoid degenerate case
4 years ago
AnyOldName3
54d465e3dc
Do all alpha testing early and only once
4 years ago