AnyOldName3
53b9b41159
Rely on existing alpha test for non-blended shadow casting
5 years ago
Capostrophic
bbf6b4e517
Don't radialize underwater fog
5 years ago
AnyOldName3
12044a607b
Only alpha-test shadows when necessary
...
Previously we always discarded shadow map fragments if the alpha channel of the output would have been low, but there were some (modded) assets that have non-one alpha but have testing or blending disabled so end up opaque anyway. This lets the shadows of those objects match.
5 years ago
Andrei Kortunov
02444add2a
Support for radial fog (feature #4708 )
5 years ago
Capostrophic
6999f1fd28
Add an option to apply lighting to environment maps
5 years ago
Capostrophic
19a7245251
Add bump mapping support
5 years ago
bzzt
b6ed2f1718
Add optional shadow map max distance and fading
5 years ago
Capostrophic
cf0c71c651
Water shader cleanup
5 years ago
Andrei Kortunov
1c545c8f6d
Fix a regression with variable declarations in water shader
6 years ago
Alexei Dobrohotov
4a5e2d1d4e
Merge pull request #2281 from akortunov/shaders
...
Minor water shader fixes
6 years ago
Capostrophic
e49232074b
Shader adjustments
...
Clamp directional per-vertex diffuse lighting
Simplify vectors
6 years ago
bzzt
4708db258e
Minor water shader cleanup - avoid redundant calculations
6 years ago
Capostrophic
02242ce66b
Fix shader specular lighting (again)
6 years ago
AnyOldName3
5b2691e744
Actually use specular shininess parameter instead of hardcoded value.
6 years ago
Chris Djali
cb5a57e41b
Merge pull request #1547 from AnyOldName3/osgshadow-test-vdsm
...
Shadows
6 years ago
AnyOldName3
f3fc888ab9
Merge branch 'osgshadow-test-vdsm-mesa-optimised-shader-2' into osgshadow-test-vdsm
6 years ago
AnyOldName3
9b92943d1a
Don't rely exclusively on a shadow map when out of its depth range
6 years ago
AnyOldName3
556c9a3382
Add normal-offset shadow mapping to remove shadow acne (flicker)
6 years ago
Capostrophic
731f91759e
Account for inverted tangents on normal-mapped objects (bug #3733 )
6 years ago
AnyOldName3
2d5da1a6fa
Don't exclusively rely on a shadow map if its bounds have been expanded since the cull traversal.
6 years ago
AnyOldName3
49487355a5
Merge branch 'osgshadow-test-vdsm' of https://github.com/AnyOldName3/openmw into osgshadow-test-vdsm
6 years ago
AnyOldName3
0bafa4399b
Use distant shadow maps when the current fragment is outside the depth range of the near ones.
6 years ago
AnyOldName3
ad9dab8593
Switch alpha test from < to <= to fix weird shadows on actors with 50% chameleon
6 years ago
AnyOldName3
e22ab64ebf
Fix typo in lighting.glsl
6 years ago
AnyOldName3
85b97d19d3
Add alpha threshold for shadow casting.
6 years ago
AnyOldName3
474770eca8
Switch shadow map rendering to a specialised, simplified shader.
6 years ago
AnyOldName3
ce15369bbd
Convert colorMode shader define to a uniform
6 years ago
AnyOldName3
0124be5713
Merge upstream/master
6 years ago
Capostrophic
52da65b776
Fix issues with sun specularity (bug #4527 )
6 years ago
AnyOldName3
1098bd2467
Optimise lighting.glsl for Mesa users.
6 years ago
AnyOldName3
cc23a968d1
Merge upstream/master
7 years ago
AnyOldName3
f717c9e56d
Sort out some tabs which snuck into the water shader
7 years ago
Miloslav Číž
4e3bc3e403
Change wave parameters based on weather
7 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
933ed77ef6
Fix water shader alignment issues noticed while removing tabs.
7 years ago
AnyOldName3
b25b356081
Sort out shader indentation
7 years ago
AnyOldName3
553094669b
Merge upstream/master (& fix merge conflicts)
7 years ago
Miloslav Číž
d629c30fdb
Merge branch 'master' into screenshot360
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
scrawl
fc72483ddf
Merge pull request #1673
7 years ago
Capostrophic
b08d7b4a3b
Use centroid interpolation for shader lighting ( fixes #4143 )
7 years ago
bret curtis
4890ecd357
remove native GLESv* support, as it never worked; make things less complicated as result, fixed lighting.glsl to work with gl2es thanks to ptitSeb
7 years ago
Harald H
d3b623b5d3
http to https for supported urls ( #1625 )
...
* http to https for supported urls
* http to https
* http to https
* http to https
* http to https
* http to https
* http to https
* http to https
* http tp https
* http to https
* http to https
* http to https
* http to https
* http to https
* http to https
* http to https
* http to https
* some url fixes
* http to https
7 years ago
Miloslav Číž
390838e084
Replace switch with ifs in shader
7 years ago
Miloslav Číž
ea5e078526
Update shaders in CMakeLists
7 years ago
AnyOldName3
3d18ddc8e4
Take into account previous #line directives when expanding @foreach shader macros
7 years ago
Miloslav Číž
af38d3a47d
get rid of sphericalscreenshot class
7 years ago
Miloslav Číž
226fb9c26b
render cubemaps in OGL coordinates
7 years ago
Miloslav Číž
1c3d45f641
dirty 360 screenshot GPU setup
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
3f63ebce77
Theoretically, at least, fix everything (except hte sky issue which is resolved in another branch)
7 years ago
AnyOldName3
e15d461921
Add (potentially physically-flawed) shadow support to the water shader
7 years ago
AnyOldName3
147455626e
Merge OpenMW/master
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
f8fe992dc0
Adjust CMake's run-time resource handling such that the Windows CI script does not have to copy these files
7 years ago
AnyOldName3
e0ce284272
Fix the same shader preprocessor variable issue for the third time now
7 years ago
AnyOldName3
2b78fb436d
Fix issue with shader preprocessor variables
7 years ago
AnyOldName3
ba1e2cab2f
Merge remote-tracking branch 'upstream/master' into osgshadow-test
7 years ago
AnyOldName3
ebd3dcf2b3
Remove unnecessary preprocessor variable in shaders
7 years ago
Miloslav Číž
64793a55dc
get rid of buggy shader trick
7 years ago
Miloslav Číž
c9c6326d87
fix non-refraction water rain ripples
7 years ago
Miloslav Číž
8416feaf5b
link rain water ripple effect to actual rain
7 years ago
Miloslav Číž
4a332a1807
improve rain ripples
7 years ago
Miloslav Číž
5c50506c83
water shader refactor plus basic rain ripples
7 years ago
Miloslav Číž
cde2c13900
make water depth independent of view frustum
7 years ago
Miloslav Číž
9dececcbd2
rename a constant in water shader
7 years ago
Miloslav Číž
28f58d5a32
add deleted letter in macro
7 years ago
Miloslav Číž
f274bc84cc
fix depth computation in water shader
7 years ago
Miloslav Číž
8df79625e8
fix water shader
7 years ago
Miloslav Číž
658fa0fdae
fix typo
7 years ago
Miloslav Číž
c43baf6e94
remove commented code
7 years ago
Miloslav Číž
16d9773c6c
fix water shader artifacts at shores
7 years ago
AnyOldName3
e33bec97be
Tidy up the mess I made of lighting.glsl a bit by removing two single-line functions that are only ever called in one location.
7 years ago
AnyOldName3
26ecf2088b
Make shadows play nicely with per-vertex lighting
7 years ago
AnyOldName3
c67b3267fb
Stop shadowing ambient lighting from the light casting a shadow when using per-pixel lighting.
7 years ago
AnyOldName3
f50063402d
Adjust shaders to support shadows
7 years ago
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