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75 commits

Author SHA1 Message Date
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
2022-04-28 21:05:34 +02:00
madsbuvi
164458dc56 shader fixes 2022-04-27 17:43:51 +02:00
madsbuvi
dc3045c970 mono-only version of the shader linking system introduced in the stereo MR 2022-04-26 19:54:24 +02:00
psi29a
68e7a4083e Merge branch 'master' into 'master'
Overhaul raindrop water ripple effect

Closes #6360

See merge request OpenMW/openmw!1316
2021-11-13 21:44:25 +00:00
wareya
a1d03d178d Update water_fragment.glsl 2021-11-12 06:55:19 +00:00
Andreas Stöckel
fbc7cf5e65 Fix #6386
Use `gl_FragCoords` instead passing the normalised screen-space coordinates
to the fragment shader in a numerically unstable way.
2021-11-09 23:25:06 -05:00
wareya
9b030e174f removing this part was a mistake, made the ripples more repetitive 2021-10-31 15:52:54 -04:00
wareya
e1378cd290 Replace uniform with define 2021-10-31 13:18:19 -04:00
wareya
226d3eac0d Improve performance, add simpler ripples, add a setting, fix nighttime brightness 2021-10-31 10:33:28 -04:00
wareya
1848f7f915 Overhaul raindrop water ripple effect 2021-10-22 21:33:32 -04:00
glassmancody.info
09e03fde2e refactor and fix wobbly shores 2021-08-04 17:49:57 -07:00
glassmancody.info
70fac33940 initial reverse-z depth implementation 2021-08-04 17:39:11 -07:00
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
d4e7d25d14 Make life not suck for whoever wants to edit lighting shaders 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
690995988b More formatting, OpenCS cells are unbroken 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
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
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
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
Capostrophic
bbf6b4e517 Don't radialize underwater fog 2020-04-18 12:30:59 +03:00
Andrei Kortunov
02444add2a Support for radial fog (feature #4708) 2020-03-17 23:09:28 +04:00
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
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
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
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
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
AnyOldName3
3d18ddc8e4 Take into account previous #line directives when expanding @foreach shader macros 2017-11-17 17:18:33 +00:00