Commit Graph

40 Commits (b847914d6f15ad7b11dc23f59e8a5e52e406f0d3)

Author SHA1 Message Date
scrawl 45ae8d5ffa Add support for GL_AMBIENT colorMode to shaders as required by particle systems 8 years ago
Nikolay Kasyanov db69342b5d [macOS] Move all configs & resources into app bundles
Fixes #3566 (https://bugs.openmw.org/issues/3566).
8 years ago
scrawl 77bc807305 Attenuate the light ambient in lighting.glsl (Fixes #3597) 8 years ago
scrawl f291aabc4b Fix shader compile error for objects without diffuse map 9 years ago
scrawl bc04989448 Remove unused uniforms 9 years ago
scrawl 8e23c37668 Flip the parallax offset Y component based on tangent parity (Bug #3440) 9 years ago
scrawl 6f5b68859f Comment out UV test that is not working 9 years ago
scrawl 6a1fd05074 Fix the coordinate frame for eyeDir, minor cleanup (Bug #3440) 9 years ago
scrawl aa5a643e3b Fix incorrect multiplication order of TBN matrix (Bug #3440) 9 years ago
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
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