Commit Graph

35 Commits (8e3576022a327c68c053f1869ff44997262aedd6)

Author SHA1 Message Date
Andrei Kortunov e17281ac67 Implement shader-based water ripples (feature 3537) 2 years ago
Cody Glassman ac4787aeec shade refactor 2 years ago
glassmancody.info 897ee702d1 move water normal to vfs 2 years ago
glassmancody.info 9a4977d334 rain occlusion 2 years ago
glassmancody.info fd4966f77a temporary fix for auto exposure 2 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
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 dc3045c970 mono-only version of the shader linking system introduced in the stereo MR 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 8c3b00164e soft particles 3 years ago
glassmancody.info 1e40d27318 introduce sky shaders 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 e8c6f31e0c add shader path for mygui (#6162) 3 years ago
glassmancody.info d4e7d25d14 Make life not suck for whoever wants to edit lighting shaders 4 years ago
Alexei Dobrohotov 2fdbe9b3f6 Handle BSShader[PP/No]LightingProperty 4 years ago
AnyOldName3 4f510d85ba Merge remote-tracking branch 'upstream/master' into alpha-meddling 4 years ago
Andrei Kortunov 14cf0ce1dc Implement instanced groundcover 4 years ago
AnyOldName3 5e004356a2 Merge remote-tracking branch 'upstream/master' into alpha-meddling 4 years ago
Alexei Dobrohotov 09759c6620 Clean up shader lighting 4 years ago
AnyOldName3 ce2bcba5d4 Replace deprecated alpha test in shader visitor 4 years ago
AnyOldName3 474770eca8 Switch shadow map rendering to a specialised, simplified shader. 6 years ago
AnyOldName3 a7e53df278 Move common shadow code to shared shadow shader headers 7 years ago
Miloslav Číž ea5e078526 Update shaders in CMakeLists 7 years ago
AnyOldName3 f8fe992dc0 Adjust CMake's run-time resource handling such that the Windows CI script does not have to copy these files 7 years ago
Nikolay Kasyanov db69342b5d [macOS] Move all configs & resources into app bundles
Fixes #3566 (https://bugs.openmw.org/issues/3566).
8 years ago
scrawl b59b2c6d6d Move to parallax.glsl 9 years ago
scrawl 6000e48bba Add terrain shaders and normal map support
Textures with _n filename suffix are automatically recognized as terrain normal maps.
9 years ago
scrawl 1223bca3d4 Move doLighting to separate file 9 years ago
scrawl a9ad1b09e2 Introduce ShaderManager & ShaderVisitor
Actual shaders still to be written.
9 years ago
scrawl e13eb625d3 New water WIP
Changes compared to old (Ogre) water:
- Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader
- Different clipping mechanism (glClipPlane instead of a skewed viewing frustum)
- Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface
- Toned down light scattering, made the waterColor a bit darker at night
- Fixed flipped water normals and strange resulting logic in the shader

Still to do: see comments...
9 years ago