Commit Graph

17 Commits (84f8a6848a8b05502d7618ca7af8cca74f2c3bae)

Author SHA1 Message Date
cody glassman 04843fed6d moddable post-processing pipeline 3 years ago
madsbuvi 79577f37de Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness. 3 years ago
Mads Buvik Sandvei 606a795a54 multiview linker-method 3 years ago
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
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
glassmancody.info cad0b151cb enable shaders path and dehardcode depth formats 3 years ago
glassmancody.info 70fac33940 initial reverse-z depth implementation 3 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 43ac32921c Rewrite, support different lighting methods 4 years ago
glassmancody.info dda735c54a initial commit 4 years ago
Andrei Kortunov 36fc573375 Take in account Z direction for stomping 4 years ago
Andrei Kortunov 14cf0ce1dc Implement instanced groundcover 4 years ago