Alexei Dobrohotov
9834fd51af
Address shader issues pointed out by AnyOldName3
2021-07-29 22:28:05 +03:00
Alexei Dobrohotov
11694ba87f
Correct dark map and detail map alpha handling
...
Comment texenv usage in NIF loader
2021-07-29 04:48:59 +03:00
psi29a
6949dd89c2
Merge branch 'gui_shaders' into 'master'
...
Add shader path for mygui (#6162 )
See merge request OpenMW/openmw!1019
2021-07-25 21:37:39 +00:00
psi29a
a7881b9196
Merge branch 'wobblywater' into 'master'
...
Wobbly Water: make shorelines wavy when refraction is enabled
See merge request OpenMW/openmw!673
2021-07-25 21:35:52 +00:00
glassmancody.info
e8c6f31e0c
add shader path for mygui ( #6162 )
2021-07-22 15:55:30 -07:00
AnyOldName3
84a9facedf
Disable coverage adjustment for blended objects
2021-07-04 23:29:22 +01:00
Dobrohotov Alexei
ad5ee1aa1c
Don't flip NV PPL shader Y axis erroneously
2021-05-03 01:34:54 +03:00
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.
2021-04-22 16:53:37 -07:00
AnyOldName3
ce3ed28403
Control stomping via settings.
2021-04-18 21:44:23 +01:00
AnyOldName3
87ce1a7351
Explain stomp constants
2021-04-18 20:31:33 +01:00
AnyOldName3
a81dfe9ccc
MGE XE-like stomping
2021-04-18 20:31:33 +01:00
AnyOldName3
1737f737df
Don't use a vec3 if only two components get read
2021-04-18 20:31:32 +01:00
glassmancody.info
531a6e1979
Code review fixes, remove implicit GLSL casts
2021-04-13 11:09:54 -07:00
glassmancody.info
92033bca64
Fixed error in calculating viewspace sun dir, minor cleanup
2021-04-13 11:09:49 -07:00
glassmancody.info
9e80091aff
clear up force shaders and make it less convoluted
2021-04-13 11:09:49 -07:00
glassmancody.info
d4e7d25d14
Make life not suck for whoever wants to edit lighting shaders
2021-04-13 11:09:49 -07:00
glassmancody.info
eecb9886a9
Shader cleanup, fix indicies
2021-04-13 11:09:49 -07:00
glassmancody.info
4ba473b684
Finalize settings, torch fix
2021-04-13 11:09:49 -07:00
glassmancody.info
71c30a31df
in-game settings, some require restart
2021-04-13 11:09:49 -07:00
glassmancody.info
280fd2b162
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
2021-04-13 11:09:35 -07:00
glassmancody.info
71f7f30c0b
Don't break NV shaders
2021-04-13 11:09:35 -07:00
glassmancody.info
d195602a9d
Switch to shared layout, some rewording
2021-04-13 11:09:35 -07:00
glassmancody.info
690995988b
More formatting, OpenCS cells are unbroken
2021-04-13 11:09:35 -07:00
glassmancody.info
08b5681284
Missed redundant formatting changes
2021-04-13 11:09:35 -07:00
glassmancody.info
328ec85757
Code review cleanup, add setting documentation
2021-04-13 11:09:35 -07:00
glassmancody.info
24454a1698
Switch to integer, uint not reliable in GLSL 120
2021-04-13 11:09:35 -07:00
glassmancody.info
ec27e60284
Cutoff conditional in light shader
2021-04-13 11:09:35 -07:00
glassmancody.info
05a5cee132
Brighter point lights and light fade
2021-04-13 11:09:35 -07:00
glassmancody.info
7370acdf54
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
2021-04-13 11:09:19 -07:00
glassmancody.info
43ac32921c
Rewrite, support different lighting methods
2021-04-13 11:09:19 -07:00
glassmancody.info
9d9074c244
Add shared UBO
2021-04-13 11:07:48 -07:00
glassmancody.info
dda735c54a
initial commit
2021-04-13 11:06:16 -07:00
Andrei Kortunov
1ab5a9f530
Revert "Merge branch 'refractiontest' into 'master'"
...
This reverts commit b31459cc00
, reversing
changes made to 369adf1583
.
2021-03-30 15:32:01 +04:00
Alexei Dobrohotov
2fdbe9b3f6
Handle BSShader[PP/No]LightingProperty
2021-03-22 01:55:58 +03:00
wareya
2ea0bf91e6
try to estimate vertical water depth, not screen-direction water depth
2021-03-20 13:11:19 -04:00
wareya
56fe1a8c12
wobbly water
2021-03-19 21:49:17 -04:00
wareya
1a4e9df707
add bit to suppress coastline artifacts at more of a distance
2021-03-19 20:12:40 -04:00
wareya
bf336e4cb4
make sun scattering color stop being an ugly radioactive green
2021-03-19 18:51:52 -04:00
wareya
845e3944d6
make refraction more visible even at a distance
2021-03-19 17:54:08 -04:00
AnyOldName3
34af58f53f
Use correct extension name.
...
Like 0068c7bb25
, but for other shaders, too
2021-03-13 23:02:48 +00:00
AnyOldName3
3103266406
Add correct preprocessor check when enabling extension
2021-03-13 01:31:35 +00:00
AnyOldName3
0431ba4c87
Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling
2021-03-13 01:23:30 +00:00
AnyOldName3
b8ee32e317
Support A2C for groundcover
2021-02-14 23:32:04 +00:00
AnyOldName3
4f510d85ba
Merge remote-tracking branch 'upstream/master' into alpha-meddling
2021-02-14 22:42:55 +00:00
AnyOldName3
f8f6d63d4c
Optimise groundcover lighting
2021-02-09 21:56:21 +00:00
Andrei Kortunov
e3490c8606
Remove dead code
2021-01-26 22:29:41 +04:00
Andrei Kortunov
36fc573375
Take in account Z direction for stomping
2021-01-26 22:29:41 +04:00
Andrei Kortunov
5124e81348
Use linear interpolation instead of abrupt transitions for groundcover lighting
2021-01-26 22:29:41 +04:00
Andrei Kortunov
14cf0ce1dc
Implement instanced groundcover
2021-01-26 22:29:41 +04:00
AnyOldName3
b6e92c9c6d
Use ShaderVisitor to skip translucent framebuffer specific stuff
2021-01-20 23:37:19 +00:00
AnyOldName3
8af8ad3840
Always write opaque fragments instead of relying on blending being off for translucent RTT
2021-01-20 01:17:16 +00:00
AnyOldName3
0068c7bb25
Spec says GL_
2021-01-08 17:32:15 +00:00
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.
2021-01-07 18:13:51 +00:00
AnyOldName3
d13459ecf9
Scale mipmap alpha to preserve coverage
2021-01-05 22:21:54 +00:00
AnyOldName3
69386df036
Correct alpha testing functions
2021-01-02 18:27:25 +00:00
AnyOldName3
9b99c76032
Clamp alpha reference to avoid degenerate case
2021-01-01 16:01:33 +00:00
AnyOldName3
54d465e3dc
Do all alpha testing early and only once
2020-12-27 03:07:04 +00:00
AnyOldName3
5e004356a2
Merge remote-tracking branch 'upstream/master' into alpha-meddling
2020-12-27 02:48:42 +00:00
AnyOldName3
8f4b856b44
Initial A2C implementation
2020-12-26 22:45:53 +00:00
Alexei Dobrohotov
09759c6620
Clean up shader lighting
2020-12-22 04:46:35 +03:00
AnyOldName3
a4f32a469e
Work around Nvidia driver bug
...
https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.20.pdf
Section 4.1.3 says that hexadecimal integer literals are supported, but
Nvidia have never read a specification since their founding, so their
engineers didn't know that hexadecimal integer literals are requires to
be supported to advertise support OpenGL versions with GLSL support.
2020-12-18 01:36:20 +00:00
AnyOldName3
ce2bcba5d4
Replace deprecated alpha test in shader visitor
2020-12-17 14:57:43 +00:00
psi29a
6f0b90e606
documented that currently underwater shadows are mutually exclusive to refraction scale; to be fixed in follow up issue #5709 ; documentation fixes
2020-12-02 23:03:10 +00:00
Bret Curtis
355996c2ff
supress -> suppress
2020-06-27 01:20:57 +02:00
Andrei Kortunov
9bc0e9b4b7
Fix typos in shaders
2020-06-17 10:13:52 +04:00
Andrei Kortunov
f30cb9f8bc
Calculate viewNormal only when needed
2020-06-15 12:57:37 +04:00
Capostrophic
91514aed5d
Don't deliberately do redundant assignments
2020-06-09 22:08:43 +03:00
Capostrophic
1c50d25853
Minor shader fixes
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Don't initialize uniform bool to false explicitly
Attempt not to calculate specular lighting if the material specular color is black
2020-06-09 15:27:38 +03:00
Capostrophic
58d78fb126
Always pass the vertex color to the fragment shader
2020-05-12 18:28:07 +03:00
Capostrophic
c0b322b264
Improve color mode handling in shaders
2020-05-09 16:15:10 +03:00
psi29a
b72720f357
Merge branch 'shadow-transparency-rework' into 'master'
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Only alpha-test shadows when necessary
See merge request OpenMW/openmw!170
2020-05-08 21:32:16 +00:00
Bret Curtis
aaa8990006
Merge pull request #2799 from Capostrophic/simplewaterfog
...
Fix simple water with radial fog enabled
2020-05-08 20:48:04 +02:00
Sisah
b19f53aab6
Fix parallax and specular for android
2020-05-08 15:55:22 +02:00
Capostrophic
688e804548
Fix simple water with radial fog enabled
2020-04-24 13:52:53 +03:00
AnyOldName3
53b9b41159
Rely on existing alpha test for non-blended shadow casting
2020-04-21 18:18:55 +01:00
Capostrophic
bbf6b4e517
Don't radialize underwater fog
2020-04-18 12:30:59 +03:00
AnyOldName3
12044a607b
Only alpha-test shadows when necessary
...
Previously we always discarded shadow map fragments if the alpha channel of the output would have been low, but there were some (modded) assets that have non-one alpha but have testing or blending disabled so end up opaque anyway. This lets the shadows of those objects match.
2020-04-10 15:45:37 +01:00
Andrei Kortunov
02444add2a
Support for radial fog (feature #4708 )
2020-03-17 23:09:28 +04:00
Capostrophic
6999f1fd28
Add an option to apply lighting to environment maps
2020-03-03 20:08:59 +03:00
Capostrophic
19a7245251
Add bump mapping support
2020-03-03 13:32:30 +03:00
bzzt
b6ed2f1718
Add optional shadow map max distance and fading
2019-11-02 18:06:39 +03:00
Capostrophic
cf0c71c651
Water shader cleanup
2019-08-30 22:32:48 +03:00
Andrei Kortunov
1c545c8f6d
Fix a regression with variable declarations in water shader
2019-05-12 10:22:49 +04:00
Alexei Dobrohotov
4a5e2d1d4e
Merge pull request #2281 from akortunov/shaders
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Minor water shader fixes
2019-05-11 18:07:58 +03:00
Capostrophic
e49232074b
Shader adjustments
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Clamp directional per-vertex diffuse lighting
Simplify vectors
2019-05-01 11:33:19 +03:00
bzzt
4708db258e
Minor water shader cleanup - avoid redundant calculations
2019-03-23 15:44:27 +04:00
Capostrophic
02242ce66b
Fix shader specular lighting (again)
2019-03-18 19:30:08 +03:00
AnyOldName3
5b2691e744
Actually use specular shininess parameter instead of hardcoded value.
2019-03-15 17:44:52 +00:00
Chris Djali
cb5a57e41b
Merge pull request #1547 from AnyOldName3/osgshadow-test-vdsm
...
Shadows
2019-02-20 15:35:49 +00:00
AnyOldName3
f3fc888ab9
Merge branch 'osgshadow-test-vdsm-mesa-optimised-shader-2' into osgshadow-test-vdsm
2019-02-09 15:51:30 +00:00
AnyOldName3
9b92943d1a
Don't rely exclusively on a shadow map when out of its depth range
2019-02-05 20:51:56 +00:00
AnyOldName3
556c9a3382
Add normal-offset shadow mapping to remove shadow acne (flicker)
2019-01-30 22:28:00 +00:00
Capostrophic
731f91759e
Account for inverted tangents on normal-mapped objects (bug #3733 )
2019-01-30 02:03:26 +03:00
AnyOldName3
2d5da1a6fa
Don't exclusively rely on a shadow map if its bounds have been expanded since the cull traversal.
2018-12-08 20:39:41 +00:00
AnyOldName3
49487355a5
Merge branch 'osgshadow-test-vdsm' of https://github.com/AnyOldName3/openmw into osgshadow-test-vdsm
2018-11-29 01:26:22 +00:00
AnyOldName3
0bafa4399b
Use distant shadow maps when the current fragment is outside the depth range of the near ones.
2018-11-03 16:56:33 +00:00
AnyOldName3
ad9dab8593
Switch alpha test from < to <= to fix weird shadows on actors with 50% chameleon
2018-11-03 16:20:56 +00:00
AnyOldName3
e22ab64ebf
Fix typo in lighting.glsl
2018-10-22 17:35:01 +01:00
AnyOldName3
85b97d19d3
Add alpha threshold for shadow casting.
2018-10-17 14:02:26 +01:00
AnyOldName3
474770eca8
Switch shadow map rendering to a specialised, simplified shader.
2018-10-16 21:23:31 +01:00