Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								93d1c6d7e0 
								
							 
						 
						
							
							
								
								Drop 360-degree screenshot support ( #7720 )  
							
							
							
						 
						
							2024-06-06 14:46:01 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								f87aa02390 
								
							 
						 
						
							
							
								
								Don't clamp individual light contribution in shaders as FFP doesn't do this  
							
							
							
						 
						
							2024-05-23 18:06:10 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								6b90d7f1da 
								
							 
						 
						
							
							
								
								Deobfuscate lighting illumination calculation  
							
							
							
						 
						
							2024-04-30 16:57:32 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								f0e4793321 
								
							 
						 
						
							
							
								
								Remove allow shadow map overlap setting ( #7939 )  
							
							
							
						 
						
							2024-04-26 13:50:03 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									psi29a 
								
							 
						 
						
							
							
							
							
								
							
							
								ddd64c893a 
								
							 
						 
						
							
							
								
								Merge branch 'noyoudumbtoolyourflipingwrong' into 'master'  
							
							... 
							
							
							
							Don't flip the water normal map twice
See merge request OpenMW/openmw!4022  
							
						 
						
							2024-04-20 16:39:09 +00:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								537964f8d8 
								
							 
						 
						
							
							
								
								Reconstruct normal Z *properly*  
							
							
							
						 
						
							2024-04-18 11:23:58 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								58afe1ba23 
								
							 
						 
						
							
							
								
								Support red-green normal maps  
							
							
							
						 
						
							2024-04-15 12:02:52 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								f880ada633 
								
							 
						 
						
							
							
								
								Don't flip the water normal map twice  
							
							
							
						 
						
							2024-04-13 00:06:24 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								f2e0129436 
								
							 
						 
						
							
							
								
								Convert water/ripple defines to camelCase  
							
							
							
						 
						
							2024-04-04 21:12:47 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								612177be09 
								
							 
						 
						
							
							
								
								Improve some cryptic naming in the water shader  
							
							
							
						 
						
							2024-04-04 21:01:14 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								0be7d7fa4c 
								
							 
						 
						
							
							
								
								Reduce the amount of redundant code in the water shader  
							
							
							
						 
						
							2024-04-04 21:01:14 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									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 
							
						 
						
							2024-04-04 21:01:14 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								76105cc2d1 
								
							 
						 
						
							
							
								
								Make sunlight scattering and wobbly shores optional  
							
							
							
						 
						
							2024-03-29 10:41:04 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									AnyOldName3 
								
							 
						 
						
							
							
							
							
								
							
							
								d282fdb77a 
								
							 
						 
						
							
							
								
								Eliminate unused uniform  
							
							
							
						 
						
							2024-02-20 23:10:03 +00:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Andrei Kortunov 
								
							 
						 
						
							
							
							
							
								
							
							
								525dee00f1 
								
							 
						 
						
							
							
								
								Refraction fog based on water depth (feature 5926)  
							
							
							
						 
						
							2024-02-08 18:07:48 +04:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								f83a7b711a 
								
							 
						 
						
							
							
								
								Don't handle per-vertex normals as tangent space normals  
							
							
							
						 
						
							2023-12-30 03:09:56 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Cody Glassman 
								
							 
						 
						
							
							
							
							
								
							
							
								c53abd870b 
								
							 
						 
						
							
							
								
								Merge branch 'waterscatter' into 'master'  
							
							... 
							
							
							
							Use sun visibility for sunlight scattering (bug #7309 )
Closes  #7309 
See merge request OpenMW/openmw!3478  
							
						 
						
							2023-12-28 22:18:03 +00:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									psi29a 
								
							 
						 
						
							
							
							
							
								
							
							
								ff514df5a1 
								
							 
						 
						
							
							
								
								Merge branch 'distortion' into 'master'  
							
							... 
							
							
							
							Distortion
See merge request OpenMW/openmw!3536  
							
						 
						
							2023-12-26 10:31:51 +00:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								099c39ae87 
								
							 
						 
						
							
							
								
								Use fallback weather ripple settings (bug  #7292 )  
							
							
							
						 
						
							2023-12-23 11:46:08 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Cody Glassman 
								
							 
						 
						
							
							
							
							
								
							
							
								187f63d3d3 
								
							 
						 
						
							
							
								
								support postprocess distortion  
							
							
							
						 
						
							2023-12-21 10:56:38 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								93ea9dbc3b 
								
							 
						 
						
							
							
								
								Do all lighting calculations in one place, support per-vertex specularity  
							
							... 
							
							
							
							Force PPL when specular maps are used 
							
						 
						
							2023-12-15 11:44:54 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								d1274fd3db 
								
							 
						 
						
							
							
								
								Deduplicate lambert calculations, consolidate doLighting  
							
							
							
						 
						
							2023-12-15 10:36:47 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									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 
							
						 
						
							2023-12-12 22:42:53 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								9c94058727 
								
							 
						 
						
							
							
								
								Support Oblivion parallax setup  
							
							
							
						 
						
							2023-11-27 03:41:51 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									jvoisin 
								
							 
						 
						
							
							
							
							
								
							
							
								60ec894d8a 
								
							 
						 
						
							
							
								
								Merge branch 'lightitupbaby' into 'master'  
							
							... 
							
							
							
							Support point specular lighting (#6188 )
Closes  #6188 
See merge request OpenMW/openmw!3559  
							
						 
						
							2023-11-08 22:43:42 +00:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								e1cd5250af 
								
							 
						 
						
							
							
								
								Use sun visibility for sunlight scattering (bug  #7309 )  
							
							
							
						 
						
							2023-11-07 10:30:26 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Zackhasacat 
								
							 
						 
						
							
							
							
							
								
							
							
								231803c6ea 
								
							 
						 
						
							
							
								
								Merge branch 'sunvisibility' into 'master'  
							
							... 
							
							
							
							Make sun specularity behavior more intuitive (bug #6190 )
Closes  #6190 
See merge request OpenMW/openmw!3535  
							
						 
						
							2023-11-05 17:55:27 +00:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								820fc068d1 
								
							 
						 
						
							
							
								
								Support point specular lighting ( #6188 )  
							
							... 
							
							
							
							Fix passing light specular colors with shader lighting methods (with help from wazabear) 
							
						 
						
							2023-11-04 17:58:51 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									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 
							
						 
						
							2023-10-29 04:11:40 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Cody Glassman 
								
							 
						 
						
							
							
							
							
								
							
							
								09928ba265 
								
							 
						 
						
							
							
								
								use a dynamic falloff range for soft effect and use shader flags  
							
							
							
						 
						
							2023-10-28 10:23:55 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									AnyOldName3 
								
							 
						 
						
							
							
							
							
								
							
							
								606a0eea8f 
								
							 
						 
						
							
							
								
								Get rid of obsolete comment  
							
							... 
							
							
							
							The matrix in question was removed by !2682  
							
						 
						
							2023-10-23 19:28:54 +00:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Petr Mikheev 
								
							 
						 
						
							
							
							
							
								
							
							
								63d5bd6f8a 
								
							 
						 
						
							
							
								
								Apply soft effect to nifs marked with soft effect flag (developed by Cody Glassman)  
							
							
							
						 
						
							2023-09-27 20:41:52 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									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 
							
						 
						
							2023-07-09 14:44:09 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Petr Mikheev 
								
							 
						 
						
							
							
							
							
								
							
							
								115f1e9800 
								
							 
						 
						
							
							
								
								Fix tree shadows when TreeAnim flag is used  
							
							
							
						 
						
							2023-05-29 18:47:27 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Petr Mikheev 
								
							 
						 
						
							
							
							
							
								
							
							
								788a4d32aa 
								
							 
						 
						
							
							
								
								Handle DoubleSided and TreeAnim flags in BSLightingShaderProperty.  
							
							
							
						 
						
							2023-05-29 18:47:27 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Andrei Kortunov 
								
							 
						 
						
							
							
							
							
								
							
							
								1be1f72f6c 
								
							 
						 
						
							
							
								
								Improve shaders formatting  
							
							
							
						 
						
							2023-04-21 09:02:12 +04:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									psi29a 
								
							 
						 
						
							
							
							
							
								
							
							
								b0a129d6e4 
								
							 
						 
						
							
							
								
								Merge branch 'ripples' into 'master'  
							
							... 
							
							
							
							Implement shader-based water ripples
See merge request OpenMW/openmw!2877  
							
						 
						
							2023-04-02 22:43:22 +00:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Andrei Kortunov 
								
							 
						 
						
							
							
							
							
								
							
							
								909e301dc6 
								
							 
						 
						
							
							
								
								Increase distotion level  
							
							
							
						 
						
							2023-04-02 14:02:40 +04:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Andrei Kortunov 
								
							 
						 
						
							
							
							
							
								
							
							
								295f528f08 
								
							 
						 
						
							
							
								
								Use Allman brackets  
							
							
							
						 
						
							2023-04-02 13:31:06 +04:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Mads Buvik Sandvei 
								
							 
						 
						
							
							
							
							
								
							
							
								e666f36b60 
								
							 
						 
						
							
							
								
								[Multiview] Fix transparent pass and vertex shader  
							
							
							
						 
						
							2023-04-01 20:27:07 +00:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Andrei Kortunov 
								
							 
						 
						
							
							
							
							
								
							
							
								e17281ac67 
								
							 
						 
						
							
							
								
								Implement shader-based water ripples (feature 3537)  
							
							
							
						 
						
							2023-04-01 17:26:19 +04:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Cody Glassman 
								
							 
						 
						
							
							
							
							
								
							
							
								6a64f352a4 
								
							 
						 
						
							
							
								
								fix shader compilation  
							
							
							
						 
						
							2023-02-26 14:31:53 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									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  
							
						 
						
							2023-02-25 23:12:32 +00:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Cody Glassman 
								
							 
						 
						
							
							
							
							
								
							
							
								ac4787aeec 
								
							 
						 
						
							
							
								
								shade refactor  
							
							
							
						 
						
							2023-02-25 11:03:39 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								2de81738c1 
								
							 
						 
						
							
							
								
								Implement the basics of BSEffectShaderProperty  
							
							
							
						 
						
							2023-02-20 00:23:00 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Alexei Kotov 
								
							 
						 
						
							
							
							
							
								
							
							
								0142caacf7 
								
							 
						 
						
							
							
								
								Use falloff start and stop opacity in NoLighting shader  
							
							
							
						 
						
							2023-02-11 23:19:26 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									glassmancody.info 
								
							 
						 
						
							
							
							
							
								
							
							
								e778ffee9b 
								
							 
						 
						
							
							
								
								po2 scaling for average luminance  
							
							
							
						 
						
							2023-02-05 12:30:38 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									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. 
							
						 
						
							2023-02-05 00:40:33 +00:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									glassmancody.info 
								
							 
						 
						
							
							
							
							
								
							
							
								897ee702d1 
								
							 
						 
						
							
							
								
								move water normal to vfs  
							
							
							
						 
						
							2023-01-29 11:14:08 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									glassmancody.info 
								
							 
						 
						
							
							
							
							
								
							
							
								27fe8d42ae 
								
							 
						 
						
							
							
								
								fix pass normals  
							
							
							
						 
						
							2023-01-19 09:28:51 -08:00