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
...
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'
...
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
...
Minor water shader fixes
2019-05-11 18:07:58 +03:00
Capostrophic
e49232074b
Shader adjustments
...
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
AnyOldName3
ce15369bbd
Convert colorMode shader define to a uniform
2018-10-15 23:12:15 +01:00
AnyOldName3
0124be5713
Merge upstream/master
2018-10-10 21:23:19 +01:00
Capostrophic
52da65b776
Fix issues with sun specularity (bug #4527 )
2018-09-23 03:39:06 +03:00
AnyOldName3
1098bd2467
Optimise lighting.glsl for Mesa users.
2018-08-14 21:35:23 +01:00
AnyOldName3
cc23a968d1
Merge upstream/master
2018-08-01 14:13:45 +01:00
AnyOldName3
f717c9e56d
Sort out some tabs which snuck into the water shader
2018-08-01 14:07:02 +01:00
Miloslav Číž
4e3bc3e403
Change wave parameters based on weather
2018-07-11 17:03:59 +02:00
AnyOldName3
85aba2e1da
Add toggleable shadow debug overlay.
2018-06-28 17:24:36 +01:00
AnyOldName3
a7e53df278
Move common shadow code to shared shadow shader headers
2018-06-24 23:40:52 +01:00
AnyOldName3
933ed77ef6
Fix water shader alignment issues noticed while removing tabs.
2018-06-22 01:05:45 +01:00
AnyOldName3
b25b356081
Sort out shader indentation
2018-06-22 01:02:01 +01:00
AnyOldName3
553094669b
Merge upstream/master (& fix merge conflicts)
2018-06-20 00:11:23 +01:00
Miloslav Číž
d629c30fdb
Merge branch 'master' into screenshot360
2018-06-13 21:16:28 +02:00
AnyOldName3
84284a60a7
Make CSM shader changes controllable by the setting.
2018-05-17 17:35:55 +01:00
AnyOldName3
aa68af4f8b
Make shaders pick the correct shadow cascade level and blend near cascade edges.
2018-05-16 18:20:21 +01:00
AnyOldName3
44b2cf2b7f
Merge upstream.
2018-05-11 19:15:04 +01:00
scrawl
fc72483ddf
Merge pull request #1673
2018-04-14 19:53:20 +00:00
Capostrophic
b08d7b4a3b
Use centroid interpolation for shader lighting ( fixes #4143 )
2018-04-14 00:30:28 +03:00
bret curtis
4890ecd357
remove native GLESv* support, as it never worked; make things less complicated as result, fixed lighting.glsl to work with gl2es thanks to ptitSeb
2018-03-27 20:20:40 +02:00
Harald H
d3b623b5d3
http to https for supported urls ( #1625 )
...
* http to https for supported urls
* http to https
* http to https
* http to https
* http to https
* http to https
* http to https
* http to https
* http tp https
* http to https
* http to https
* http to https
* http to https
* http to https
* http to https
* http to https
* http to https
* some url fixes
* http to https
2018-03-08 21:23:24 +01:00
Miloslav Číž
390838e084
Replace switch with ifs in shader
2017-12-01 21:03:29 +01:00
Miloslav Číž
ea5e078526
Update shaders in CMakeLists
2017-12-01 19:54:48 +01:00
AnyOldName3
3d18ddc8e4
Take into account previous #line directives when expanding @foreach shader macros
2017-11-17 17:18:33 +00:00
Miloslav Číž
af38d3a47d
get rid of sphericalscreenshot class
2017-11-15 17:01:16 +01:00
Miloslav Číž
226fb9c26b
render cubemaps in OGL coordinates
2017-11-15 16:07:01 +01:00
Miloslav Číž
1c3d45f641
dirty 360 screenshot GPU setup
2017-11-15 15:20:59 +01:00
AnyOldName3
590531595b
Create @foreach shader preprocessor macro in preparation for moving shadow setup out of shadermanager.cpp
2017-11-10 02:02:27 +00:00
AnyOldName3
715f29165b
Dynamically adjust shaders to have the required number of shadow maps.
2017-11-07 20:22:45 +00:00
AnyOldName3
56fa33af66
Enable parallel split shadow maps
2017-11-07 00:32:04 +00:00
AnyOldName3
3f63ebce77
Theoretically, at least, fix everything (except hte sky issue which is resolved in another branch)
2017-11-05 14:37:36 +00:00
AnyOldName3
e15d461921
Add (potentially physically-flawed) shadow support to the water shader
2017-10-30 20:06:52 +00:00
AnyOldName3
147455626e
Merge OpenMW/master
2017-10-13 21:39:15 +01:00
AnyOldName3
26a7b48d69
Attempt to make a VDSM work, and also to set up a debug HUD, but without success.
2017-10-13 18:19:29 +01:00
AnyOldName3
f8fe992dc0
Adjust CMake's run-time resource handling such that the Windows CI script does not have to copy these files
2017-10-11 21:58:55 +01:00
AnyOldName3
e0ce284272
Fix the same shader preprocessor variable issue for the third time now
2017-10-08 01:34:54 +01:00
AnyOldName3
2b78fb436d
Fix issue with shader preprocessor variables
2017-10-08 00:44:35 +01:00
AnyOldName3
ba1e2cab2f
Merge remote-tracking branch 'upstream/master' into osgshadow-test
2017-10-03 03:00:15 +01:00
AnyOldName3
ebd3dcf2b3
Remove unnecessary preprocessor variable in shaders
2017-10-03 02:58:25 +01:00
Miloslav Číž
64793a55dc
get rid of buggy shader trick
2017-09-28 20:44:43 +02:00
Miloslav Číž
c9c6326d87
fix non-refraction water rain ripples
2017-09-28 19:23:37 +02:00
Miloslav Číž
8416feaf5b
link rain water ripple effect to actual rain
2017-09-28 19:04:31 +02:00
Miloslav Číž
4a332a1807
improve rain ripples
2017-09-27 21:25:14 +02:00
Miloslav Číž
5c50506c83
water shader refactor plus basic rain ripples
2017-09-27 17:13:21 +02:00
Miloslav Číž
cde2c13900
make water depth independent of view frustum
2017-09-26 14:14:28 +02:00
Miloslav Číž
9dececcbd2
rename a constant in water shader
2017-09-22 21:10:05 +02:00
Miloslav Číž
28f58d5a32
add deleted letter in macro
2017-09-22 21:06:03 +02:00
Miloslav Číž
f274bc84cc
fix depth computation in water shader
2017-09-22 21:03:09 +02:00
Miloslav Číž
8df79625e8
fix water shader
2017-09-22 10:53:02 +02:00
Miloslav Číž
658fa0fdae
fix typo
2017-09-21 22:33:57 +02:00
Miloslav Číž
c43baf6e94
remove commented code
2017-09-21 22:31:26 +02:00
Miloslav Číž
16d9773c6c
fix water shader artifacts at shores
2017-09-21 22:25:36 +02:00
AnyOldName3
e33bec97be
Tidy up the mess I made of lighting.glsl a bit by removing two single-line functions that are only ever called in one location.
2017-09-21 02:03:53 +01:00
AnyOldName3
26ecf2088b
Make shadows play nicely with per-vertex lighting
2017-09-21 01:59:02 +01:00
AnyOldName3
c67b3267fb
Stop shadowing ambient lighting from the light casting a shadow when using per-pixel lighting.
2017-09-21 00:49:34 +01:00
AnyOldName3
f50063402d
Adjust shaders to support shadows
2017-09-21 00:25:48 +01:00
scrawl
45ae8d5ffa
Add support for GL_AMBIENT colorMode to shaders as required by particle systems
2017-02-08 18:39:24 +01:00
Nikolay Kasyanov
db69342b5d
[macOS] Move all configs & resources into app bundles
...
Fixes #3566 (https://bugs.openmw.org/issues/3566 ).
2016-11-23 22:32:54 +01:00
scrawl
77bc807305
Attenuate the light ambient in lighting.glsl ( Fixes #3597 )
2016-10-17 15:01:10 +02:00
scrawl
f291aabc4b
Fix shader compile error for objects without diffuse map
2016-08-09 01:04:02 +02:00
scrawl
bc04989448
Remove unused uniforms
2016-06-17 00:20:53 +02:00
scrawl
8e23c37668
Flip the parallax offset Y component based on tangent parity (Bug #3440 )
2016-06-16 18:07:10 +02:00
scrawl
6f5b68859f
Comment out UV test that is not working
2016-06-16 17:33:54 +02:00
scrawl
6a1fd05074
Fix the coordinate frame for eyeDir, minor cleanup (Bug #3440 )
2016-06-16 17:32:27 +02:00
scrawl
aa5a643e3b
Fix incorrect multiplication order of TBN matrix (Bug #3440 )
2016-06-16 17:31:17 +02:00
scrawl
6f31b3d79f
Add parallax mapping for objects
2016-03-22 21:46:15 +01:00
scrawl
b59b2c6d6d
Move to parallax.glsl
2016-03-22 21:46:15 +01:00
scrawl
b4dda045a6
Pass the tangent in object space
2016-03-22 21:46:15 +01:00
scrawl
157c11398d
Add terrain parallax mapping
2016-03-22 21:46:15 +01:00
scrawl
6e7c6fdd7e
Implement NiTexturingProperty::DecalTexture
2016-03-01 18:41:36 +01:00
scrawl
414c19f717
Fix detailMapUV bug
2016-03-01 18:40:18 +01:00
scrawl
5e105da3ba
Generate texture coordinates per-pixel when normal map + environment map are used
2016-02-24 21:28:55 +01:00
scrawl
900b522d13
Rename viewPos to viewDirection
2016-02-21 01:28:42 +01:00
scrawl
0db7163363
Add specular mapping for terrain
2016-02-20 19:55:08 +01:00
scrawl
f01e8a6950
Add specular mapping for objects
2016-02-20 19:55:08 +01:00
scrawl
6000e48bba
Add terrain shaders and normal map support
...
Textures with _n filename suffix are automatically recognized as terrain normal maps.
2016-02-19 01:37:30 +01:00
scrawl
5e12a1b4ef
Add enchanted item glow to the shader
2016-02-18 23:05:44 +01:00
scrawl
a73512afb7
Add shader settings to settings.cfg
2016-02-18 19:38:34 +01:00
scrawl
e5a37a7023
Add normal map code
2016-02-18 19:37:59 +01:00
scrawl
18e80d5627
Add per-pixel lighting code
2016-02-18 19:37:59 +01:00
scrawl
1223bca3d4
Move doLighting to separate file
2016-02-18 19:37:59 +01:00
scrawl
456816f707
Use diffuse.a / vertex.a, use material emission
2016-02-18 19:37:58 +01:00
scrawl
5fd84074c5
Reimplement detailMap, darkMap and emissiveMap
2016-02-18 19:37:58 +01:00
scrawl
e845c576d4
Use the texture matrix
2016-02-18 19:37:58 +01:00
scrawl
3859c58a8a
Assign gl_ClipVertex in the vertex shader to make clip planes work
2016-02-18 19:37:57 +01:00
scrawl
9376811213
Vertex lighting shader
2016-02-18 19:37:57 +01:00
scrawl
044e0a829a
Add fog
2016-02-18 19:37:57 +01:00
scrawl
a9ad1b09e2
Introduce ShaderManager & ShaderVisitor
...
Actual shaders still to be written.
2016-02-18 19:37:56 +01:00
scrawl
8433e0679f
Water: connect to settings window
2015-10-29 00:25:24 +01:00
scrawl
9f8d36b573
Water code cleanup
2015-10-29 00:25:24 +01:00
scrawl
09631385c3
Use boost ifstream for water resources
2015-10-29 00:25:24 +01:00
scrawl
51e40cf1b8
Water: minor shader cleanup
2015-10-29 00:25:24 +01:00
scrawl
d485dd0782
Water: fix world UV coords
2015-10-29 00:25:24 +01:00
scrawl
9f2f503d37
Water: pass the near and far planes
2015-10-29 00:25:24 +01:00
scrawl
37c9c12962
Water: clipping plane offset
2015-10-29 00:25:23 +01:00
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...
2015-10-29 00:25:23 +01:00