Commit Graph

188 Commits (84721fb58a2691d6e557bee38527e5a8a304acbf)

Author SHA1 Message Date
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 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
Andrei Kortunov e3490c8606 Remove dead code 4 years ago
Andrei Kortunov 36fc573375 Take in account Z direction for stomping 4 years ago
Andrei Kortunov 5124e81348 Use linear interpolation instead of abrupt transitions for groundcover lighting 4 years ago
Andrei Kortunov 14cf0ce1dc Implement instanced groundcover 4 years ago
AnyOldName3 b6e92c9c6d Use ShaderVisitor to skip translucent framebuffer specific stuff 4 years ago
AnyOldName3 8af8ad3840 Always write opaque fragments instead of relying on blending being off for translucent RTT 4 years ago
AnyOldName3 0068c7bb25 Spec says GL_ 4 years ago
AnyOldName3 4ed3252001 Check for EXT_gpu_shader4 CPU-side
Mesa lies and always defines GL_EXT_gpu_shader4 even when the extension
isn't present.
4 years ago
AnyOldName3 d13459ecf9 Scale mipmap alpha to preserve coverage 4 years ago
AnyOldName3 69386df036 Correct alpha testing functions 4 years ago
AnyOldName3 9b99c76032 Clamp alpha reference to avoid degenerate case 4 years ago
AnyOldName3 54d465e3dc Do all alpha testing early and only once 4 years ago