madsbuvi 
								
							 
						 
						
							
							
							
							
								
							
							
								dc3045c970 
								
							 
						 
						
							
							
								
								mono-only version of the shader linking system introduced in the stereo MR  
							
							
							
						 
						
							2022-04-26 19:54:24 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									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 
							
								 
							
						 
					 
				
					
						
							
								
								
									glassmancody.info 
								
							 
						 
						
							
							
							
							
								
							
							
								cad0b151cb 
								
							 
						 
						
							
							
								
								enable shaders path and dehardcode depth formats  
							
							
							
						 
						
							2021-08-04 17:39:11 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									glassmancody.info 
								
							 
						 
						
							
							
							
							
								
							
							
								70fac33940 
								
							 
						 
						
							
							
								
								initial reverse-z depth implementation  
							
							
							
						 
						
							2021-08-04 17:39:11 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Andrei Kortunov 
								
							 
						 
						
							
							
							
							
								
							
							
								02444add2a 
								
							 
						 
						
							
							
								
								Support for radial fog (feature  #4708 )  
							
							
							
						 
						
							2020-03-17 23:09:28 +04:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Capostrophic 
								
							 
						 
						
							
							
							
							
								
							
							
								cf0c71c651 
								
							 
						 
						
							
							
								
								Water shader cleanup  
							
							
							
						 
						
							2019-08-30 22:32:48 +03:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									AnyOldName3 
								
							 
						 
						
							
							
							
							
								
							
							
								556c9a3382 
								
							 
						 
						
							
							
								
								Add normal-offset shadow mapping to remove shadow acne (flicker)  
							
							
							
						 
						
							2019-01-30 22:28:00 +00:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									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 
								
							 
						 
						
							
							
							
							
								
							
							
								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 
							
								 
							
						 
					 
				
					
						
							
								
								
									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