scrawl
fdc6dd6985
Shader compatibility fixes for GLSL ES
2014-07-27 20:33:44 +02:00
scrawl
c64dc2c831
Terrain specular mapping: use a "_diffusespec" postfix to indicate specular information is present in the alpha channel. Use alpha directly instead of 1-alpha.
2014-01-11 00:51:03 +01:00
scrawl
27b45dd3cd
Remove unused input
2013-12-28 16:34:32 +01:00
scrawl
74e902330f
Fix a terrain shader issue
2013-12-26 20:53:51 +01:00
scrawl
6a3eb3b355
Better way of reversing layer UV.
2013-12-19 01:31:12 +01:00
scrawl
69c0bb1723
Add normal, specular & parallax mapping for terrain
2013-12-05 15:51:01 +01:00
scrawl
5f7e6f7b10
Fix a material issue, layers per pass wasn't entirely correct
2013-08-21 17:26:11 +02:00
scrawl
ecf7786d11
terrain_num_lights was removed
2013-08-20 12:31:47 +02:00
scrawl
8c8653160d
Crash fix, material fix
2013-08-20 09:52:27 +02:00
scrawl
ebf9debb80
Enabled terrain self shadows, implemented getHeightAt, some optimizations
2013-08-19 20:39:37 +02:00
scrawl
e27437f8ed
New terrain renderer - improvements:
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- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now.
- Fixes several blending issues and cell border seams
- Fix map render to use the terrain bounding box instead of an arbitrary height
- Different LODs are now properly connected instead of using skirts
- Support self shadowing
- Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better
- Support a fixed function fallback (though the splatting shader usually performs better)
- Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY - we can't really enable this yet due to depth precision issues when using a large view distance
2013-08-19 20:34:20 +02:00
scrawl
726c93c365
Terrain fixes to match vanilla better - vertices need to be mapped directly to texels for colormap and blendmap (this also caused seams at cell borders), layer uv scale appears to be 8 not 10
2013-08-07 01:34:17 +02:00
scrawl
2c70074dd7
Fix combinedAlpha
2013-04-11 15:17:47 +02:00
scrawl
0e7d555cdf
Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM.
2013-04-09 20:31:00 +02:00
scrawl
2486ec6cb9
Material fixes (vertex colors, alpha)
2013-03-05 13:51:48 +01:00
scrawl
f1d35b73b8
Cleanup
2013-03-03 19:52:20 +01:00
scrawl
c9fefc7f5d
Simpler, more lightweight underwater effect, changed colors to match vanilla better
2013-03-03 19:28:11 +01:00
scrawl
d4264353a3
Merge branch 'z-up' into graphics
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Conflicts:
apps/openmw/mwrender/localmap.cpp
apps/openmw/mwrender/renderingmanager.cpp
apps/openmw/mwrender/water.cpp
files/materials/water.shader
2013-02-26 14:54:53 +01:00
scrawl
284ba58e1e
Z-up conversion: global map, shader fix
2013-02-26 13:52:01 +01:00
scrawl
3ef952172d
Z-up conversion: water, sky
2013-02-26 10:38:48 +01:00
scrawl
6cceb04adf
When a custom near clip plane is used, we need to fix up a second viewproj matrix manually to get proper depth values in the vertex shader. This fixes fog on reflections.
2013-02-19 03:08:00 +01:00
scrawl
42883ec64b
cleanup
2013-02-18 02:33:53 +01:00
scrawl
492e0f2ccf
Switched objects shaders to vertex lighting, to accomodate badly placed lights in morrowind.
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Fixed a very obvious land <-> water seam.
2013-02-14 19:45:07 +01:00
scrawl
3772cd9257
Refraction can be disabled separately now
2013-02-05 14:29:46 +01:00
scrawl
bd8d793fec
Removing gamma correction due to caused inconsistencies.
2013-01-09 21:41:40 +01:00
scrawl
111e38ef25
Revert "fog now distance based instead of depth"
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This reverts commit 7ee038fdd7
.
2013-01-09 20:18:26 +01:00
scrawl
9f821e5df2
fix shaders
2012-10-22 16:56:43 +02:00
scrawl
7ee038fdd7
fog now distance based instead of depth
2012-10-03 12:03:07 +02:00
scrawl
d9f6072f02
gamma correct rendering & adjustment setting
2012-09-19 23:25:07 +02:00
scrawl
37c7becb07
some potential compability fixes
2012-07-25 23:53:06 +02:00
scrawl
3feb4ce61b
terrain lod morph fix
2012-07-25 19:33:21 +02:00
scrawl
8c8228a15c
fix terrain num lights setting
2012-07-24 00:08:53 +02:00
scrawl
f0b3142966
switch to glsl 1.2
2012-07-23 02:54:50 +02:00
scrawl
6bfcf2bc1b
- exchanged the preprocessor again, no warnings now
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- disable line directives for now, causing some trouble
2012-07-22 02:45:39 +02:00
scrawl
f5ffea4d4b
new button, water timescale
2012-07-19 23:30:41 +02:00
scrawl
e077814a8c
water
2012-07-19 22:23:07 +02:00
scrawl
9d7470e14c
temp commit
2012-07-19 20:18:34 +02:00
scrawl
739455e6f8
new water WIP, caustics, chromatic abberation, accurate fresnel, underwater reflection, etc
2012-07-19 16:23:30 +02:00
scrawl
778e59ee37
terrain as it was before, with about 4x less code
2012-07-15 08:21:43 +02:00
scrawl
29f91753f7
correction
2012-07-14 18:44:03 +02:00
scrawl
93c641efa7
terrain albedo
2012-07-14 18:25:43 +02:00
scrawl
16c2ea3a75
terrain colourmap
2012-07-14 11:13:38 +02:00
scrawl
7731e9a6fa
finished cleaning up sky
2012-07-13 09:13:12 +02:00
scrawl
b8384162b6
merge
2012-07-13 06:16:55 +02:00