glassmancody.info
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328ec85757
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Code review cleanup, add setting documentation
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2021-04-13 11:09:35 -07:00 |
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glassmancody.info
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7370acdf54
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Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
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2021-04-13 11:09:19 -07:00 |
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glassmancody.info
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43ac32921c
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Rewrite, support different lighting methods
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2021-04-13 11:09:19 -07:00 |
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glassmancody.info
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dda735c54a
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initial commit
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2021-04-13 11:06:16 -07:00 |
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Alexei Dobrohotov
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2fdbe9b3f6
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Handle BSShader[PP/No]LightingProperty
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2021-03-22 01:55:58 +03:00 |
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AnyOldName3
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0431ba4c87
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Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling
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2021-03-13 01:23:30 +00:00 |
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AnyOldName3
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4f510d85ba
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Merge remote-tracking branch 'upstream/master' into alpha-meddling
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2021-02-14 22:42:55 +00:00 |
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AnyOldName3
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b6e92c9c6d
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Use ShaderVisitor to skip translucent framebuffer specific stuff
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2021-01-20 23:37:19 +00:00 |
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AnyOldName3
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8af8ad3840
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Always write opaque fragments instead of relying on blending being off for translucent RTT
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2021-01-20 01:17:16 +00:00 |
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AnyOldName3
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0068c7bb25
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Spec says GL_
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2021-01-08 17:32:15 +00:00 |
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AnyOldName3
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4ed3252001
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Check for EXT_gpu_shader4 CPU-side
Mesa lies and always defines GL_EXT_gpu_shader4 even when the extension
isn't present.
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2021-01-07 18:13:51 +00:00 |
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AnyOldName3
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d13459ecf9
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Scale mipmap alpha to preserve coverage
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2021-01-05 22:21:54 +00:00 |
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AnyOldName3
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54d465e3dc
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Do all alpha testing early and only once
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2020-12-27 03:07:04 +00:00 |
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AnyOldName3
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5e004356a2
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Merge remote-tracking branch 'upstream/master' into alpha-meddling
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2020-12-27 02:48:42 +00:00 |
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Alexei Dobrohotov
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09759c6620
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Clean up shader lighting
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2020-12-22 04:46:35 +03:00 |
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AnyOldName3
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ce2bcba5d4
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Replace deprecated alpha test in shader visitor
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2020-12-17 14:57:43 +00:00 |
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Andrei Kortunov
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9bc0e9b4b7
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Fix typos in shaders
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2020-06-17 10:13:52 +04:00 |
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Andrei Kortunov
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f30cb9f8bc
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Calculate viewNormal only when needed
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2020-06-15 12:57:37 +04:00 |
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Capostrophic
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91514aed5d
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Don't deliberately do redundant assignments
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2020-06-09 22:08:43 +03:00 |
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Capostrophic
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1c50d25853
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Minor shader fixes
Don't initialize uniform bool to false explicitly
Attempt not to calculate specular lighting if the material specular color is black
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2020-06-09 15:27:38 +03:00 |
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Capostrophic
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58d78fb126
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Always pass the vertex color to the fragment shader
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2020-05-12 18:28:07 +03:00 |
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Capostrophic
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c0b322b264
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Improve color mode handling in shaders
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2020-05-09 16:15:10 +03:00 |
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Bret Curtis
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aaa8990006
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Merge pull request #2799 from Capostrophic/simplewaterfog
Fix simple water with radial fog enabled
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2020-05-08 20:48:04 +02:00 |
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Sisah
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b19f53aab6
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Fix parallax and specular for android
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2020-05-08 15:55:22 +02:00 |
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Capostrophic
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688e804548
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Fix simple water with radial fog enabled
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2020-04-24 13:52:53 +03:00 |
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Andrei Kortunov
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02444add2a
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Support for radial fog (feature #4708)
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2020-03-17 23:09:28 +04:00 |
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Capostrophic
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6999f1fd28
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Add an option to apply lighting to environment maps
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2020-03-03 20:08:59 +03:00 |
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Capostrophic
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19a7245251
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Add bump mapping support
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2020-03-03 13:32:30 +03:00 |
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bzzt
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b6ed2f1718
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Add optional shadow map max distance and fading
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2019-11-02 18:06:39 +03:00 |
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Capostrophic
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e49232074b
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Shader adjustments
Clamp directional per-vertex diffuse lighting
Simplify vectors
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2019-05-01 11:33:19 +03:00 |
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Chris Djali
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cb5a57e41b
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Merge pull request #1547 from AnyOldName3/osgshadow-test-vdsm
Shadows
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2019-02-20 15:35:49 +00:00 |
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Capostrophic
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731f91759e
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Account for inverted tangents on normal-mapped objects (bug #3733)
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2019-01-30 02:03:26 +03:00 |
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AnyOldName3
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85aba2e1da
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Add toggleable shadow debug overlay.
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2018-06-28 17:24:36 +01:00 |
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AnyOldName3
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a7e53df278
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Move common shadow code to shared shadow shader headers
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2018-06-24 23:40:52 +01:00 |
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AnyOldName3
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b25b356081
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Sort out shader indentation
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2018-06-22 01:02:01 +01:00 |
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AnyOldName3
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84284a60a7
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Make CSM shader changes controllable by the setting.
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2018-05-17 17:35:55 +01:00 |
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AnyOldName3
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aa68af4f8b
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Make shaders pick the correct shadow cascade level and blend near cascade edges.
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2018-05-16 18:20:21 +01:00 |
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AnyOldName3
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44b2cf2b7f
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Merge upstream.
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2018-05-11 19:15:04 +01:00 |
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Capostrophic
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b08d7b4a3b
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Use centroid interpolation for shader lighting (fixes #4143)
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2018-04-14 00:30:28 +03:00 |
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AnyOldName3
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590531595b
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Create @foreach shader preprocessor macro in preparation for moving shadow setup out of shadermanager.cpp
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2017-11-10 02:02:27 +00:00 |
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AnyOldName3
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715f29165b
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Dynamically adjust shaders to have the required number of shadow maps.
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2017-11-07 20:22:45 +00:00 |
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AnyOldName3
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56fa33af66
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Enable parallel split shadow maps
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2017-11-07 00:32:04 +00:00 |
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AnyOldName3
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26a7b48d69
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Attempt to make a VDSM work, and also to set up a debug HUD, but without success.
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2017-10-13 18:19:29 +01:00 |
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AnyOldName3
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ebd3dcf2b3
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Remove unnecessary preprocessor variable in shaders
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2017-10-03 02:58:25 +01:00 |
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AnyOldName3
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26ecf2088b
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Make shadows play nicely with per-vertex lighting
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2017-09-21 01:59:02 +01:00 |
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AnyOldName3
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f50063402d
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Adjust shaders to support shadows
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2017-09-21 00:25:48 +01:00 |
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scrawl
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f291aabc4b
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Fix shader compile error for objects without diffuse map
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2016-08-09 01:04:02 +02:00 |
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scrawl
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bc04989448
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Remove unused uniforms
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2016-06-17 00:20:53 +02:00 |
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scrawl
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8e23c37668
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Flip the parallax offset Y component based on tangent parity (Bug #3440)
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2016-06-16 18:07:10 +02:00 |
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scrawl
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6f5b68859f
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Comment out UV test that is not working
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2016-06-16 17:33:54 +02:00 |
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