Alexei Kotov
76105cc2d1
Make sunlight scattering and wobbly shores optional
2024-03-29 10:41:04 +03:00
AnyOldName3
d282fdb77a
Eliminate unused uniform
2024-02-20 23:10:03 +00:00
Andrei Kortunov
525dee00f1
Refraction fog based on water depth (feature 5926)
2024-02-08 18:07:48 +04:00
Alexei Kotov
f83a7b711a
Don't handle per-vertex normals as tangent space normals
2023-12-30 03:09:56 +03:00
Cody Glassman
c53abd870b
Merge branch 'waterscatter' into 'master'
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Use sun visibility for sunlight scattering (bug #7309 )
Closes #7309
See merge request OpenMW/openmw!3478
2023-12-28 22:18:03 +00:00
psi29a
ff514df5a1
Merge branch 'distortion' into 'master'
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Distortion
See merge request OpenMW/openmw!3536
2023-12-26 10:31:51 +00:00
Alexei Kotov
099c39ae87
Use fallback weather ripple settings (bug #7292 )
2023-12-23 11:46:08 +03:00
Cody Glassman
187f63d3d3
support postprocess distortion
2023-12-21 10:56:38 -08:00
Alexei Kotov
93ea9dbc3b
Do all lighting calculations in one place, support per-vertex specularity
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Force PPL when specular maps are used
2023-12-15 11:44:54 +03:00
Alexei Kotov
4a96885323
Untangle normals and parallax handling
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Move tangent space generation to the vertex shaders
Support diffuse parallax when no normal map is present
Don't use diffuse parallax if there's no diffuse map
Generalize normal-to-view conversion
Rewrite parallax
2023-12-12 22:42:53 +03:00
Alexei Kotov
9c94058727
Support Oblivion parallax setup
2023-11-27 03:41:51 +03:00
jvoisin
60ec894d8a
Merge branch 'lightitupbaby' into 'master'
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Support point specular lighting (#6188 )
Closes #6188
See merge request OpenMW/openmw!3559
2023-11-08 22:43:42 +00:00
Alexei Kotov
e1cd5250af
Use sun visibility for sunlight scattering (bug #7309 )
2023-11-07 10:30:26 +03:00
Zackhasacat
231803c6ea
Merge branch 'sunvisibility' into 'master'
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Make sun specularity behavior more intuitive (bug #6190 )
Closes #6190
See merge request OpenMW/openmw!3535
2023-11-05 17:55:27 +00:00
Alexei Kotov
820fc068d1
Support point specular lighting ( #6188 )
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Fix passing light specular colors with shader lighting methods (with help from wazabear)
2023-11-04 17:58:51 +03:00
Alexei Kotov
12abd30e9f
Make sun specularity behavior more intuitive (bug #6190 )
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Remove sun visibility influence on object specularity
Subdue sun visibility influence on water specularity
2023-10-29 04:11:40 +03:00
Cody Glassman
09928ba265
use a dynamic falloff range for soft effect and use shader flags
2023-10-28 10:23:55 -07:00
AnyOldName3
606a0eea8f
Get rid of obsolete comment
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The matrix in question was removed by !2682
2023-10-23 19:28:54 +00:00
Petr Mikheev
63d5bd6f8a
Apply soft effect to nifs marked with soft effect flag (developed by Cody Glassman)
2023-09-27 20:41:52 +02:00
Alexei Dobrohotov
52a16e0e93
BSEffectShader/NoLighting fixes
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Don't hijack BSShader::NoLighting for BSEffectShader functionality
(Fallout meshes break if you use the actual emissive color as a base color)
Don't use falloff for textureless NoLighting objects
Use falloff flag for BSEffectShader
2023-07-09 14:44:09 +03:00
Petr Mikheev
115f1e9800
Fix tree shadows when TreeAnim flag is used
2023-05-29 18:47:27 +02:00
Petr Mikheev
788a4d32aa
Handle DoubleSided and TreeAnim flags in BSLightingShaderProperty.
2023-05-29 18:47:27 +02:00
Andrei Kortunov
1be1f72f6c
Improve shaders formatting
2023-04-21 09:02:12 +04:00
Andrei Kortunov
909e301dc6
Increase distotion level
2023-04-02 14:02:40 +04:00
Andrei Kortunov
295f528f08
Use Allman brackets
2023-04-02 13:31:06 +04:00
Andrei Kortunov
e17281ac67
Implement shader-based water ripples (feature 3537)
2023-04-01 17:26:19 +04:00
Cody Glassman
6a64f352a4
fix shader compilation
2023-02-26 14:31:53 -08:00
psi29a
4faa1bf3e8
Merge branch 'moo-bitch-get-out-my-hay' into 'master'
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Don't use FFP-friendly texture image units for shadow maps
Closes #7102
See merge request OpenMW/openmw!2682
2023-02-25 23:12:32 +00:00
Cody Glassman
ac4787aeec
shade refactor
2023-02-25 11:03:39 -08:00