Commit Graph

36 Commits (029eb1ade6338bb55589b2e2aeb95a2b7141eb69)

Author SHA1 Message Date
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
glassmancody.info 328ec85757 Code review cleanup, add setting documentation 4 years ago
glassmancody.info 43ac32921c Rewrite, support different lighting methods 4 years ago
glassmancody.info dda735c54a initial commit 4 years ago
Alexei Dobrohotov 09759c6620 Clean up shader lighting 4 years ago
Andrei Kortunov 9bc0e9b4b7 Fix typos in shaders 5 years ago
Andrei Kortunov f30cb9f8bc Calculate viewNormal only when needed 5 years ago
Capostrophic 91514aed5d Don't deliberately do redundant assignments 5 years ago
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
5 years ago
Capostrophic 58d78fb126 Always pass the vertex color to the fragment shader 5 years ago
Capostrophic c0b322b264 Improve color mode handling in shaders 5 years ago
Sisah b19f53aab6 Fix parallax and specular for android 5 years ago
Andrei Kortunov 02444add2a Support for radial fog (feature #4708) 5 years ago
bzzt b6ed2f1718 Add optional shadow map max distance and fading 5 years ago
Capostrophic e49232074b Shader adjustments
Clamp directional per-vertex diffuse lighting
Simplify vectors
6 years ago
AnyOldName3 85aba2e1da Add toggleable shadow debug overlay. 7 years ago
AnyOldName3 a7e53df278 Move common shadow code to shared shadow shader headers 7 years ago
AnyOldName3 b25b356081 Sort out shader indentation 7 years ago
AnyOldName3 84284a60a7 Make CSM shader changes controllable by the setting. 7 years ago
AnyOldName3 aa68af4f8b Make shaders pick the correct shadow cascade level and blend near cascade edges. 7 years ago
AnyOldName3 44b2cf2b7f Merge upstream. 7 years ago
Capostrophic b08d7b4a3b Use centroid interpolation for shader lighting (fixes #4143) 7 years ago
AnyOldName3 590531595b Create @foreach shader preprocessor macro in preparation for moving shadow setup out of shadermanager.cpp 7 years ago
AnyOldName3 715f29165b Dynamically adjust shaders to have the required number of shadow maps. 7 years ago
AnyOldName3 56fa33af66 Enable parallel split shadow maps 7 years ago
AnyOldName3 26a7b48d69 Attempt to make a VDSM work, and also to set up a debug HUD, but without success. 7 years ago
AnyOldName3 ebd3dcf2b3 Remove unnecessary preprocessor variable in shaders 7 years ago
AnyOldName3 26ecf2088b Make shadows play nicely with per-vertex lighting 7 years ago
AnyOldName3 f50063402d Adjust shaders to support shadows 7 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 6a1fd05074 Fix the coordinate frame for eyeDir, minor cleanup (Bug #3440) 9 years ago
scrawl b59b2c6d6d Move to parallax.glsl 9 years ago
scrawl 157c11398d Add terrain parallax mapping 9 years ago
scrawl 0db7163363 Add specular mapping for terrain 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