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46 commits

Author SHA1 Message Date
Capostrophic
1c50d25853 Minor shader fixes
Don't initialize uniform bool to false explicitly
Attempt not to calculate specular lighting if the material specular color is black
2020-06-09 15:27:38 +03:00
Capostrophic
58d78fb126 Always pass the vertex color to the fragment shader 2020-05-12 18:28:07 +03:00
Capostrophic
c0b322b264 Improve color mode handling in shaders 2020-05-09 16:15:10 +03:00
Bret Curtis
aaa8990006
Merge pull request #2799 from Capostrophic/simplewaterfog
Fix simple water with radial fog enabled
2020-05-08 20:48:04 +02:00
Sisah
b19f53aab6 Fix parallax and specular for android 2020-05-08 15:55:22 +02:00
Capostrophic
688e804548 Fix simple water with radial fog enabled 2020-04-24 13:52:53 +03:00
Andrei Kortunov
02444add2a Support for radial fog (feature #4708) 2020-03-17 23:09:28 +04:00
Capostrophic
6999f1fd28 Add an option to apply lighting to environment maps 2020-03-03 20:08:59 +03:00
Capostrophic
19a7245251 Add bump mapping support 2020-03-03 13:32:30 +03:00
bzzt
b6ed2f1718 Add optional shadow map max distance and fading 2019-11-02 18:06:39 +03:00
Capostrophic
e49232074b Shader adjustments
Clamp directional per-vertex diffuse lighting
Simplify vectors
2019-05-01 11:33:19 +03:00
Chris Djali
cb5a57e41b
Merge pull request #1547 from AnyOldName3/osgshadow-test-vdsm
Shadows
2019-02-20 15:35:49 +00:00
Capostrophic
731f91759e Account for inverted tangents on normal-mapped objects (bug #3733) 2019-01-30 02:03:26 +03:00
AnyOldName3
85aba2e1da Add toggleable shadow debug overlay. 2018-06-28 17:24:36 +01:00
AnyOldName3
a7e53df278 Move common shadow code to shared shadow shader headers 2018-06-24 23:40:52 +01:00
AnyOldName3
b25b356081 Sort out shader indentation 2018-06-22 01:02:01 +01:00
AnyOldName3
84284a60a7 Make CSM shader changes controllable by the setting. 2018-05-17 17:35:55 +01:00
AnyOldName3
aa68af4f8b Make shaders pick the correct shadow cascade level and blend near cascade edges. 2018-05-16 18:20:21 +01:00
AnyOldName3
44b2cf2b7f Merge upstream. 2018-05-11 19:15:04 +01:00
Capostrophic
b08d7b4a3b Use centroid interpolation for shader lighting (fixes #4143) 2018-04-14 00:30:28 +03:00
AnyOldName3
590531595b Create @foreach shader preprocessor macro in preparation for moving shadow setup out of shadermanager.cpp 2017-11-10 02:02:27 +00:00
AnyOldName3
715f29165b Dynamically adjust shaders to have the required number of shadow maps. 2017-11-07 20:22:45 +00:00
AnyOldName3
56fa33af66 Enable parallel split shadow maps 2017-11-07 00:32:04 +00:00
AnyOldName3
26a7b48d69 Attempt to make a VDSM work, and also to set up a debug HUD, but without success. 2017-10-13 18:19:29 +01:00
AnyOldName3
ebd3dcf2b3 Remove unnecessary preprocessor variable in shaders 2017-10-03 02:58:25 +01:00
AnyOldName3
26ecf2088b Make shadows play nicely with per-vertex lighting 2017-09-21 01:59:02 +01:00
AnyOldName3
f50063402d Adjust shaders to support shadows 2017-09-21 00:25:48 +01:00
scrawl
f291aabc4b Fix shader compile error for objects without diffuse map 2016-08-09 01:04:02 +02:00
scrawl
bc04989448 Remove unused uniforms 2016-06-17 00:20:53 +02:00
scrawl
8e23c37668 Flip the parallax offset Y component based on tangent parity (Bug #3440) 2016-06-16 18:07:10 +02:00
scrawl
6f5b68859f Comment out UV test that is not working 2016-06-16 17:33:54 +02:00
scrawl
6a1fd05074 Fix the coordinate frame for eyeDir, minor cleanup (Bug #3440) 2016-06-16 17:32:27 +02:00
scrawl
6f31b3d79f Add parallax mapping for objects 2016-03-22 21:46:15 +01:00
scrawl
b4dda045a6 Pass the tangent in object space 2016-03-22 21:46:15 +01:00
scrawl
6e7c6fdd7e Implement NiTexturingProperty::DecalTexture 2016-03-01 18:41:36 +01:00
scrawl
5e105da3ba Generate texture coordinates per-pixel when normal map + environment map are used 2016-02-24 21:28:55 +01:00
scrawl
f01e8a6950 Add specular mapping for objects 2016-02-20 19:55:08 +01:00
scrawl
5e12a1b4ef Add enchanted item glow to the shader 2016-02-18 23:05:44 +01:00
scrawl
a73512afb7 Add shader settings to settings.cfg 2016-02-18 19:38:34 +01:00
scrawl
e5a37a7023 Add normal map code 2016-02-18 19:37:59 +01:00
scrawl
18e80d5627 Add per-pixel lighting code 2016-02-18 19:37:59 +01:00
scrawl
456816f707 Use diffuse.a / vertex.a, use material emission 2016-02-18 19:37:58 +01:00
scrawl
5fd84074c5 Reimplement detailMap, darkMap and emissiveMap 2016-02-18 19:37:58 +01:00
scrawl
9376811213 Vertex lighting shader 2016-02-18 19:37:57 +01:00
scrawl
044e0a829a Add fog 2016-02-18 19:37:57 +01:00
scrawl
a9ad1b09e2 Introduce ShaderManager & ShaderVisitor
Actual shaders still to be written.
2016-02-18 19:37:56 +01:00