glassmancody.info
27fe8d42ae
fix pass normals
2023-01-19 09:28:51 -08:00
glassmancody.info
9a4977d334
rain occlusion
2023-01-06 22:23:03 -08:00
florent.teppe
43b0ae1ce7
all debug renders now use the same shader and it works
...
remove debug draw shader, now that debug and debugdraw serve the same function
remove debug draw code from actors to clean
replaced int uniforms with bool for better readability
clang format
cleanup, remove unused func, and mistake whitespace
fix namespace
added more colors
fixed missing whitespace
2022-09-11 17:54:01 +02:00
florent.teppe
21971c08ba
debug draw shader uses the generic functions
...
renamed files
roundabout way to change case with windows noticing
fixed type
fix filename in cmakelist.txt
ported shader and c++ code so glsl 120 can be used instead of 330
new debug shader and old one are almost unified
for some reason, even though I get no compilation issue, old debug draws don't work, only the new one implemented by this MR
remove useless const cast
2022-09-11 17:53:59 +02:00
florent.teppe
bd1bbc0ab8
removes mutex, and uses double buffering to avoid writing on a resource that will be read by the draw thread
...
changes when the buffers are reset -> at the end of the draw, because that's when we are certain the data isn't needed anymore
removed useless variable
fixed typo
include osg::vec3 instead of osg vec3f
compile linux
compile ?
applied clang format to the new files
2022-09-11 17:53:56 +02:00
florent.teppe
2a980ecb50
cleaned some code and fixed some naming issues
...
Moved debug draw to components, fixed some whitespace issues, added include guard
fixed uniform name, removed old files
Fixes some more whitespace weirdness
2022-09-11 17:53:53 +02:00
florent.teppe
12b3424dd7
initial work to get lines in
...
lines need the same synchronisation system as the other primitives
This two points are there because if I resize to 0 it crashes, si I need a pice of line at 0.,0.,0. so there is no crash.Not ideal
Lines are colored
didn't commit updated shader file
2022-09-11 17:53:51 +02:00
florent.teppe
76008e1ff8
Multiple shapes to draw
...
adds wireCube primitive
scale of the command taken into account
shading light is more vertical
2022-09-11 17:53:47 +02:00
florent.teppe
93af569a68
can place a cube at 0,0,0 Useless for now
...
Arbitrarly draw cubes at certain position with a certain color
Adds exemple of how it looks in the actor update code.
draws a green cube if alive, red else
2022-09-11 17:53:41 +02:00
glassmancody.info
02ded8832c
temporary fix for artifacts in transparent post-pass
2022-07-31 18:51:42 -07:00
glassmancody.info
fd4966f77a
temporary fix for auto exposure
2022-07-22 20:41:08 -07:00
Petr Mikheev
b3c8c8eb56
Support sky blending in multiview mode
2022-07-09 22:21:48 +02:00
glassmancody.info
89bc756732
tmp_sun_fix
2022-07-05 23:47:23 -07:00
Abdu Sharif
c09648c349
Add a missing 0 in fog.glsl
2022-07-04 17:31:03 +00:00
Cody Glassman
03616ae2d3
Fix undeclared shader variable
2022-07-01 14:34:59 +00:00
glassmancody.info
7b958148d0
better fade
2022-06-30 08:23:28 -07:00
psi29a
56187ad977
Merge branch 'soften_me_up_like_one_of_your_french_meshes' into 'master'
...
Allow soft particle effect on any NIF
See merge request OpenMW/openmw!2015
2022-06-30 13:46:22 +00:00
glassmancody.info
b09411d396
allow soft particles on meshes and add extra data extensions
2022-06-29 18:15:12 -07:00
Petr Mikheev
d0deb37f5c
Fix several issues with sky blending
2022-06-27 21:51:41 +02:00
Mads Buvik Sandvei
b0e4c7e76a
[Postprocessing] Stereo integration
2022-06-21 15:55:06 +00:00
Petr Mikheev
3bf18c601c
Better fog
2022-06-21 02:21:20 +02:00
cody glassman
04843fed6d
moddable post-processing pipeline
2022-05-15 10:03:58 -07:00
psi29a
275bebb066
Merge branch 'Stereo-MR' into 'master'
...
Stereo
See merge request OpenMW/openmw!1757
2022-04-30 16:40:09 +00:00
madsbuvi
79577f37de
Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
2022-04-29 17:35:24 +02:00
cody glassman
276cb6f170
clamp vertex lighting in fragment shader properly
2022-04-28 20:02:13 -07:00
Mads Buvik Sandvei
606a795a54
multiview linker-method
2022-04-28 21:09:06 +02:00
madsbuvi
dd5901d351
Initial commit
...
Multiview shaders.
Refactor Frustum management
Rewrite shared shadow map
cull mask should respect stereo
Stereo savegame screencap
LocalMap refactoring
use the vertex buffer hint instead of the display list patch to enable/disable display lists
Character preview fixes
2022-04-28 21:05:34 +02:00
madsbuvi
164458dc56
shader fixes
2022-04-27 17:43:51 +02:00
madsbuvi
dc3045c970
mono-only version of the shader linking system introduced in the stereo MR
2022-04-26 19:54:24 +02:00
Alexei Dobrohotov
dd473d06df
Implement gloss-mapping (feature #6541 )
2022-02-18 06:24:06 +03:00
psi29a
d8d7a3b372
Merge branch 'softparticles_patch' into 'master'
...
Shadervisitor adjustments and Mac OS fix for soft particles
See merge request OpenMW/openmw!1380
2022-01-06 13:13:52 +00:00
glassmancody.info
d5cba38f4b
shader-based object texture blending
2021-12-30 17:08:43 -08:00
Bret Curtis
9336626927
use OPENMW_RESOURCES_ROOT instead
2021-12-08 14:33:49 +01:00
Bret Curtis
a9bf53d4ed
modified builtin_scripts to be macOS aware; simplified things as the SHADER and MYGUI dir were just pointing to the OpenMW_BINARY_DIR anyway, so removing the code duplication
2021-12-08 14:28:56 +01:00
glassmancody.info
9389cfaa42
mac os driver workaround and shadervisitor fixes
2021-11-20 18:39:20 -08:00
psi29a
68e7a4083e
Merge branch 'master' into 'master'
...
Overhaul raindrop water ripple effect
Closes #6360
See merge request OpenMW/openmw!1316
2021-11-13 21:44:25 +00:00
psi29a
bea8df7dd4
Merge branch 'astoecke-fix-6386-water-reflection' into 'master'
...
Use `gl_FragCoord` in `water_fragment.glsl` (fixes #6386 )
Closes #6386
See merge request OpenMW/openmw!1347
2021-11-12 22:05:05 +00:00
wareya
a1d03d178d
Update water_fragment.glsl
2021-11-12 06:55:19 +00:00
Alexei Dobrohotov
9880c43c86
Add specular strength shader parameter
2021-11-10 19:58:06 +03:00
Andreas Stöckel
fbc7cf5e65
Fix #6386
...
Use `gl_FragCoords` instead passing the normalised screen-space coordinates
to the fragment shader in a numerically unstable way.
2021-11-09 23:25:06 -05:00
psi29a
5836d0225f
Merge branch 'leave_butter_to_soften' into 'master'
...
Soft Particles (#6128 )
See merge request OpenMW/openmw!980
2021-11-09 14:16:47 +00:00
Alexei Dobrohotov
9dd36a345f
Fix a typo in nv_default shader
2021-11-07 16:02:27 +03:00
wareya
6d98866be0
Merge remote-tracking branch 'upstream/master'
2021-11-06 11:44:12 -04:00
wareya
9b030e174f
removing this part was a mistake, made the ripples more repetitive
2021-10-31 15:52:54 -04:00
wareya
e1378cd290
Replace uniform with define
2021-10-31 13:18:19 -04:00
wareya
226d3eac0d
Improve performance, add simpler ripples, add a setting, fix nighttime brightness
2021-10-31 10:33:28 -04:00
glassmancody.info
40b6bbbdf3
use openmw define system
2021-10-30 12:19:31 -07:00
glassmancody.info
8c3b00164e
soft particles
2021-10-30 12:19:31 -07:00
glassmancody.info
07e32c0fa6
remove object shader path
2021-10-25 10:23:16 -07:00
glassmancody.info
9cbbd2fff5
better transitions
2021-10-24 17:13:42 -07:00