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
2 years ago
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
2 years ago
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
2 years ago
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
2 years ago
florent.teppe
76008e1ff8
Multiple shapes to draw
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adds wireCube primitive
scale of the command taken into account
shading light is more vertical
2 years ago
florent.teppe
93af569a68
can place a cube at 0,0,0 Useless for now
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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
2 years ago
glassmancody.info
02ded8832c
temporary fix for artifacts in transparent post-pass
2 years ago
glassmancody.info
fd4966f77a
temporary fix for auto exposure
2 years ago
Petr Mikheev
b3c8c8eb56
Support sky blending in multiview mode
3 years ago
glassmancody.info
89bc756732
tmp_sun_fix
3 years ago
Abdu Sharif
c09648c349
Add a missing 0 in fog.glsl
3 years ago
Cody Glassman
03616ae2d3
Fix undeclared shader variable
3 years ago
glassmancody.info
7b958148d0
better fade
3 years ago
psi29a
56187ad977
Merge branch 'soften_me_up_like_one_of_your_french_meshes' into 'master'
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Allow soft particle effect on any NIF
See merge request OpenMW/openmw!2015
3 years ago
glassmancody.info
b09411d396
allow soft particles on meshes and add extra data extensions
3 years ago
Petr Mikheev
d0deb37f5c
Fix several issues with sky blending
3 years ago
Mads Buvik Sandvei
b0e4c7e76a
[Postprocessing] Stereo integration
3 years ago
Petr Mikheev
3bf18c601c
Better fog
3 years ago
cody glassman
04843fed6d
moddable post-processing pipeline
3 years ago
psi29a
275bebb066
Merge branch 'Stereo-MR' into 'master'
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Stereo
See merge request OpenMW/openmw!1757
3 years ago
madsbuvi
79577f37de
Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness.
3 years ago
cody glassman
276cb6f170
clamp vertex lighting in fragment shader properly
3 years ago
Mads Buvik Sandvei
606a795a54
multiview linker-method
3 years ago
madsbuvi
dd5901d351
Initial commit
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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
3 years ago
madsbuvi
164458dc56
shader fixes
3 years ago
madsbuvi
dc3045c970
mono-only version of the shader linking system introduced in the stereo MR
3 years ago
Alexei Dobrohotov
dd473d06df
Implement gloss-mapping (feature #6541 )
3 years ago
psi29a
d8d7a3b372
Merge branch 'softparticles_patch' into 'master'
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Shadervisitor adjustments and Mac OS fix for soft particles
See merge request OpenMW/openmw!1380
3 years ago
glassmancody.info
d5cba38f4b
shader-based object texture blending
3 years ago
Bret Curtis
9336626927
use OPENMW_RESOURCES_ROOT instead
3 years ago
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
3 years ago
glassmancody.info
9389cfaa42
mac os driver workaround and shadervisitor fixes
3 years ago
psi29a
68e7a4083e
Merge branch 'master' into 'master'
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Overhaul raindrop water ripple effect
Closes #6360
See merge request OpenMW/openmw!1316
3 years ago
psi29a
bea8df7dd4
Merge branch 'astoecke-fix-6386-water-reflection' into 'master'
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Use `gl_FragCoord` in `water_fragment.glsl` (fixes #6386 )
Closes #6386
See merge request OpenMW/openmw!1347
3 years ago
wareya
a1d03d178d
Update water_fragment.glsl
3 years ago
Alexei Dobrohotov
9880c43c86
Add specular strength shader parameter
3 years ago
Andreas Stöckel
fbc7cf5e65
Fix #6386
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Use `gl_FragCoords` instead passing the normalised screen-space coordinates
to the fragment shader in a numerically unstable way.
3 years ago
psi29a
5836d0225f
Merge branch 'leave_butter_to_soften' into 'master'
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Soft Particles (#6128 )
See merge request OpenMW/openmw!980
3 years ago
Alexei Dobrohotov
9dd36a345f
Fix a typo in nv_default shader
3 years ago
wareya
6d98866be0
Merge remote-tracking branch 'upstream/master'
3 years ago
wareya
9b030e174f
removing this part was a mistake, made the ripples more repetitive
3 years ago
wareya
e1378cd290
Replace uniform with define
3 years ago
wareya
226d3eac0d
Improve performance, add simpler ripples, add a setting, fix nighttime brightness
3 years ago
glassmancody.info
40b6bbbdf3
use openmw define system
3 years ago
glassmancody.info
8c3b00164e
soft particles
3 years ago
glassmancody.info
07e32c0fa6
remove object shader path
3 years ago
glassmancody.info
9cbbd2fff5
better transitions
3 years ago
glassmancody.info
1e40d27318
introduce sky shaders
3 years ago
wareya
1848f7f915
Overhaul raindrop water ripple effect
3 years ago
Bret Curtis
e581b61ecb
check if FORCE_OPAQUE is available before using it.
3 years ago
Bo Svensson
4b1c009ffd
use StateSet define for translucentFramebuffer ( #3138 )
...
With this PR we test out osg's shader define system for a somewhat harmless feature. As we can see, our code becomes more concise and efficient in this case. Most importantly, we no longer create unneeded vertex shader objects.
3 years ago
glassmancody.info
81267e7be7
add missing centroid to debug vertex shaders
3 years ago
glassmancody.info
09e03fde2e
refactor and fix wobbly shores
3 years ago
glassmancody.info
cad0b151cb
enable shaders path and dehardcode depth formats
3 years ago
glassmancody.info
70fac33940
initial reverse-z depth implementation
3 years ago
Alexei Dobrohotov
9834fd51af
Address shader issues pointed out by AnyOldName3
3 years ago
Alexei Dobrohotov
11694ba87f
Correct dark map and detail map alpha handling
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Comment texenv usage in NIF loader
3 years ago
psi29a
6949dd89c2
Merge branch 'gui_shaders' into 'master'
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Add shader path for mygui (#6162 )
See merge request OpenMW/openmw!1019
3 years ago
psi29a
a7881b9196
Merge branch 'wobblywater' into 'master'
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Wobbly Water: make shorelines wavy when refraction is enabled
See merge request OpenMW/openmw!673
3 years ago
glassmancody.info
e8c6f31e0c
add shader path for mygui ( #6162 )
4 years ago
AnyOldName3
84a9facedf
Disable coverage adjustment for blended objects
4 years ago
Dobrohotov Alexei
ad5ee1aa1c
Don't flip NV PPL shader Y axis erroneously
4 years ago
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
AnyOldName3
ce3ed28403
Control stomping via settings.
4 years ago
AnyOldName3
87ce1a7351
Explain stomp constants
4 years ago
AnyOldName3
a81dfe9ccc
MGE XE-like stomping
4 years ago
AnyOldName3
1737f737df
Don't use a vec3 if only two components get read
4 years ago
glassmancody.info
531a6e1979
Code review fixes, remove implicit GLSL casts
4 years ago
glassmancody.info
92033bca64
Fixed error in calculating viewspace sun dir, minor cleanup
4 years ago
glassmancody.info
9e80091aff
clear up force shaders and make it less convoluted
4 years ago
glassmancody.info
d4e7d25d14
Make life not suck for whoever wants to edit lighting shaders
4 years ago
glassmancody.info
eecb9886a9
Shader cleanup, fix indicies
4 years ago
glassmancody.info
4ba473b684
Finalize settings, torch fix
4 years ago
glassmancody.info
71c30a31df
in-game settings, some require restart
4 years ago
glassmancody.info
280fd2b162
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
71f7f30c0b
Don't break NV shaders
4 years ago
glassmancody.info
d195602a9d
Switch to shared layout, some rewording
4 years ago
glassmancody.info
690995988b
More formatting, OpenCS cells are unbroken
4 years ago
glassmancody.info
08b5681284
Missed redundant formatting changes
4 years ago
glassmancody.info
328ec85757
Code review cleanup, add setting documentation
4 years ago
glassmancody.info
24454a1698
Switch to integer, uint not reliable in GLSL 120
4 years ago
glassmancody.info
ec27e60284
Cutoff conditional in light shader
4 years ago
glassmancody.info
05a5cee132
Brighter point lights and light fade
4 years ago
glassmancody.info
7370acdf54
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
43ac32921c
Rewrite, support different lighting methods
4 years ago
glassmancody.info
9d9074c244
Add shared UBO
4 years ago
glassmancody.info
dda735c54a
initial commit
4 years ago
Andrei Kortunov
1ab5a9f530
Revert "Merge branch 'refractiontest' into 'master'"
...
This reverts commit b31459cc00
, reversing
changes made to 369adf1583
.
4 years ago
Alexei Dobrohotov
2fdbe9b3f6
Handle BSShader[PP/No]LightingProperty
4 years ago
wareya
2ea0bf91e6
try to estimate vertical water depth, not screen-direction water depth
4 years ago
wareya
56fe1a8c12
wobbly water
4 years ago
wareya
1a4e9df707
add bit to suppress coastline artifacts at more of a distance
4 years ago
wareya
bf336e4cb4
make sun scattering color stop being an ugly radioactive green
4 years ago
wareya
845e3944d6
make refraction more visible even at a distance
4 years ago
AnyOldName3
34af58f53f
Use correct extension name.
...
Like 0068c7bb25
, but for other shaders, too
4 years ago
AnyOldName3
3103266406
Add correct preprocessor check when enabling extension
4 years ago
AnyOldName3
0431ba4c87
Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling
4 years ago
AnyOldName3
b8ee32e317
Support A2C for groundcover
4 years ago
AnyOldName3
4f510d85ba
Merge remote-tracking branch 'upstream/master' into alpha-meddling
4 years ago
AnyOldName3
f8f6d63d4c
Optimise groundcover lighting
4 years ago