Commit Graph

302 Commits (d3e30830061c5ee553292c225242e2bd47d0ad5b)

Author SHA1 Message Date
Alexei Kotov 93d1c6d7e0 Drop 360-degree screenshot support (#7720) 7 months ago
Alexei Kotov f87aa02390 Don't clamp individual light contribution in shaders as FFP doesn't do this 7 months ago
Alexei Kotov 6b90d7f1da Deobfuscate lighting illumination calculation 8 months ago
Alexei Kotov f0e4793321 Remove allow shadow map overlap setting (#7939) 8 months ago
psi29a ddd64c893a Merge branch 'noyoudumbtoolyourflipingwrong' into 'master'
Don't flip the water normal map twice

See merge request OpenMW/openmw!4022
9 months ago
Alexei Kotov 537964f8d8 Reconstruct normal Z *properly* 9 months ago
Alexei Kotov 58afe1ba23 Support red-green normal maps 9 months ago
Alexei Kotov f880ada633 Don't flip the water normal map twice 9 months ago
Alexei Kotov f2e0129436 Convert water/ripple defines to camelCase 9 months ago
Alexei Kotov 612177be09 Improve some cryptic naming in the water shader 9 months ago
Alexei Kotov 0be7d7fa4c Reduce the amount of redundant code in the water shader 9 months ago
Alexei Kotov fbe84f4668 Remove underwater fog radialization remnants
The fog is now view-independent so this is not something to concern ourselves as with anymore
9 months ago
Alexei Kotov 76105cc2d1 Make sunlight scattering and wobbly shores optional 9 months ago
AnyOldName3 d282fdb77a Eliminate unused uniform 11 months ago
Andrei Kortunov 525dee00f1 Refraction fog based on water depth (feature 5926) 11 months ago
Alexei Kotov f83a7b711a Don't handle per-vertex normals as tangent space normals 1 year ago
Cody Glassman c53abd870b Merge branch 'waterscatter' into 'master'
Use sun visibility for sunlight scattering (bug #7309)

Closes #7309

See merge request OpenMW/openmw!3478
1 year ago
psi29a ff514df5a1 Merge branch 'distortion' into 'master'
Distortion

See merge request OpenMW/openmw!3536
1 year ago
Alexei Kotov 099c39ae87 Use fallback weather ripple settings (bug #7292) 1 year ago
Cody Glassman 187f63d3d3 support postprocess distortion 1 year ago
Alexei Kotov 93ea9dbc3b Do all lighting calculations in one place, support per-vertex specularity
Force PPL when specular maps are used
1 year ago
Alexei Kotov d1274fd3db Deduplicate lambert calculations, consolidate doLighting 1 year ago
Alexei Kotov 4a96885323 Untangle normals and parallax handling
Move tangent space generation to the vertex shaders
Support diffuse parallax when no normal map is present
Don't use diffuse parallax if there's no diffuse map
Generalize normal-to-view conversion
Rewrite parallax
1 year ago
Alexei Kotov 9c94058727 Support Oblivion parallax setup 1 year ago
jvoisin 60ec894d8a Merge branch 'lightitupbaby' into 'master'
Support point specular lighting (#6188)

Closes #6188

See merge request OpenMW/openmw!3559
1 year ago
Alexei Kotov e1cd5250af Use sun visibility for sunlight scattering (bug #7309) 1 year ago
Zackhasacat 231803c6ea Merge branch 'sunvisibility' into 'master'
Make sun specularity behavior more intuitive (bug #6190)

Closes #6190

See merge request OpenMW/openmw!3535
1 year ago
Alexei Kotov 820fc068d1 Support point specular lighting (#6188)
Fix passing light specular colors with shader lighting methods (with help from wazabear)
1 year ago
Alexei Kotov 12abd30e9f Make sun specularity behavior more intuitive (bug #6190)
Remove sun visibility influence on object specularity
Subdue sun visibility influence on water specularity
1 year ago
Cody Glassman 09928ba265 use a dynamic falloff range for soft effect and use shader flags 1 year ago
AnyOldName3 606a0eea8f Get rid of obsolete comment
The matrix in question was removed by !2682
1 year ago
Petr Mikheev 63d5bd6f8a Apply soft effect to nifs marked with soft effect flag (developed by Cody Glassman) 1 year ago
Alexei Dobrohotov 52a16e0e93 BSEffectShader/NoLighting fixes
Don't hijack BSShader::NoLighting for BSEffectShader functionality
(Fallout meshes break if you use the actual emissive color as a base color)
Don't use falloff for textureless NoLighting objects
Use falloff flag for BSEffectShader
2 years ago
Petr Mikheev 115f1e9800 Fix tree shadows when TreeAnim flag is used 2 years ago
Petr Mikheev 788a4d32aa Handle DoubleSided and TreeAnim flags in BSLightingShaderProperty. 2 years ago
Andrei Kortunov 1be1f72f6c Improve shaders formatting 2 years ago
psi29a b0a129d6e4 Merge branch 'ripples' into 'master'
Implement shader-based water ripples

See merge request OpenMW/openmw!2877
2 years ago
Andrei Kortunov 909e301dc6 Increase distotion level 2 years ago
Andrei Kortunov 295f528f08 Use Allman brackets 2 years ago
Mads Buvik Sandvei e666f36b60 [Multiview] Fix transparent pass and vertex shader 2 years ago
Andrei Kortunov e17281ac67 Implement shader-based water ripples (feature 3537) 2 years ago
Cody Glassman 6a64f352a4 fix shader compilation 2 years ago
psi29a 4faa1bf3e8 Merge branch 'moo-bitch-get-out-my-hay' into 'master'
Don't use FFP-friendly texture image units for shadow maps

Closes #7102

See merge request OpenMW/openmw!2682
2 years ago
Cody Glassman ac4787aeec shade refactor 2 years ago
Alexei Kotov 2de81738c1 Implement the basics of BSEffectShaderProperty 2 years ago
Alexei Kotov 0142caacf7 Use falloff start and stop opacity in NoLighting shader 2 years ago
glassmancody.info e778ffee9b po2 scaling for average luminance 2 years ago
AnyOldName3 0edc8fc77d Don't use FFP-friendly texture image units for shadow maps
This more-or-less gets rid of the shadow system's only depencency on FFP
stuff. All that remains is it using OSG cameras, which OSG provides a
uniform-based implementation of, too, which we can trivially migrate to.

This should mean we're not eating any of the ~8 FPP-friendly texture
units, which is good as Morrowind models can use all of those on their
(although they very rarely do), and instead use some of the ~160
shader-only texture image units. This just requires not calling
glEnable(GL_TEXTURE_2D), accomplished by changing
setTextureAttributeAndModes to setTextureAttribute.

Also changes from using glTexGen and its eye plane matrices to pass the
shadow space matrix for each light to explicit uniforms. Thankfully, the
maths was a simple combination of the valid region matrix and eye plane
matrix maths.

As of this commit, I believe this kills shadows in one eye for stereo
rendering.
2 years ago
glassmancody.info 897ee702d1 move water normal to vfs 2 years ago
glassmancody.info 27fe8d42ae fix pass normals 2 years ago