wareya
1848f7f915
Overhaul raindrop water ripple effect
3 years ago
Bret Curtis
e581b61ecb
check if FORCE_OPAQUE is available before using it.
3 years ago
Bo Svensson
4b1c009ffd
use StateSet define for translucentFramebuffer ( #3138 )
...
With this PR we test out osg's shader define system for a somewhat harmless feature. As we can see, our code becomes more concise and efficient in this case. Most importantly, we no longer create unneeded vertex shader objects.
3 years ago
glassmancody.info
81267e7be7
add missing centroid to debug vertex shaders
3 years ago
glassmancody.info
09e03fde2e
refactor and fix wobbly shores
3 years ago
glassmancody.info
cad0b151cb
enable shaders path and dehardcode depth formats
3 years ago
glassmancody.info
70fac33940
initial reverse-z depth implementation
3 years ago
Alexei Dobrohotov
9834fd51af
Address shader issues pointed out by AnyOldName3
3 years ago
Alexei Dobrohotov
11694ba87f
Correct dark map and detail map alpha handling
...
Comment texenv usage in NIF loader
3 years ago
psi29a
6949dd89c2
Merge branch 'gui_shaders' into 'master'
...
Add shader path for mygui (#6162 )
See merge request OpenMW/openmw!1019
3 years ago
psi29a
a7881b9196
Merge branch 'wobblywater' into 'master'
...
Wobbly Water: make shorelines wavy when refraction is enabled
See merge request OpenMW/openmw!673
3 years ago
glassmancody.info
e8c6f31e0c
add shader path for mygui ( #6162 )
4 years ago
AnyOldName3
84a9facedf
Disable coverage adjustment for blended objects
4 years ago
Dobrohotov Alexei
ad5ee1aa1c
Don't flip NV PPL shader Y axis erroneously
4 years ago
glassmancody.info
c48eee4eee
Clamp vertex lighting before interpolation
...
Fixes a regression in which pass lighting was clamped after being passed
to fragment shader. For correct FFP emulation, we need to clamp the result
in vertex shader. When clamping after interpolation, negative lights in
particular have a much more drastic effect.
4 years ago
AnyOldName3
ce3ed28403
Control stomping via settings.
4 years ago
AnyOldName3
87ce1a7351
Explain stomp constants
4 years ago
AnyOldName3
a81dfe9ccc
MGE XE-like stomping
4 years ago
AnyOldName3
1737f737df
Don't use a vec3 if only two components get read
4 years ago
glassmancody.info
531a6e1979
Code review fixes, remove implicit GLSL casts
4 years ago
glassmancody.info
92033bca64
Fixed error in calculating viewspace sun dir, minor cleanup
4 years ago
glassmancody.info
9e80091aff
clear up force shaders and make it less convoluted
4 years ago
glassmancody.info
d4e7d25d14
Make life not suck for whoever wants to edit lighting shaders
4 years ago
glassmancody.info
eecb9886a9
Shader cleanup, fix indicies
4 years ago
glassmancody.info
4ba473b684
Finalize settings, torch fix
4 years ago
glassmancody.info
71c30a31df
in-game settings, some require restart
4 years ago
glassmancody.info
280fd2b162
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
71f7f30c0b
Don't break NV shaders
4 years ago
glassmancody.info
d195602a9d
Switch to shared layout, some rewording
4 years ago
glassmancody.info
690995988b
More formatting, OpenCS cells are unbroken
4 years ago
glassmancody.info
08b5681284
Missed redundant formatting changes
4 years ago
glassmancody.info
328ec85757
Code review cleanup, add setting documentation
4 years ago
glassmancody.info
24454a1698
Switch to integer, uint not reliable in GLSL 120
4 years ago
glassmancody.info
ec27e60284
Cutoff conditional in light shader
4 years ago
glassmancody.info
05a5cee132
Brighter point lights and light fade
4 years ago
glassmancody.info
7370acdf54
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
43ac32921c
Rewrite, support different lighting methods
4 years ago
glassmancody.info
9d9074c244
Add shared UBO
4 years ago
glassmancody.info
dda735c54a
initial commit
4 years ago
Andrei Kortunov
1ab5a9f530
Revert "Merge branch 'refractiontest' into 'master'"
...
This reverts commit b31459cc00
, reversing
changes made to 369adf1583
.
4 years ago
Alexei Dobrohotov
2fdbe9b3f6
Handle BSShader[PP/No]LightingProperty
4 years ago
wareya
2ea0bf91e6
try to estimate vertical water depth, not screen-direction water depth
4 years ago
wareya
56fe1a8c12
wobbly water
4 years ago
wareya
1a4e9df707
add bit to suppress coastline artifacts at more of a distance
4 years ago
wareya
bf336e4cb4
make sun scattering color stop being an ugly radioactive green
4 years ago
wareya
845e3944d6
make refraction more visible even at a distance
4 years ago
AnyOldName3
34af58f53f
Use correct extension name.
...
Like 0068c7bb25
, but for other shaders, too
4 years ago
AnyOldName3
3103266406
Add correct preprocessor check when enabling extension
4 years ago
AnyOldName3
0431ba4c87
Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling
4 years ago
AnyOldName3
b8ee32e317
Support A2C for groundcover
4 years ago
AnyOldName3
4f510d85ba
Merge remote-tracking branch 'upstream/master' into alpha-meddling
4 years ago
AnyOldName3
f8f6d63d4c
Optimise groundcover lighting
4 years ago
Andrei Kortunov
e3490c8606
Remove dead code
4 years ago
Andrei Kortunov
36fc573375
Take in account Z direction for stomping
4 years ago
Andrei Kortunov
5124e81348
Use linear interpolation instead of abrupt transitions for groundcover lighting
4 years ago
Andrei Kortunov
14cf0ce1dc
Implement instanced groundcover
4 years ago
AnyOldName3
b6e92c9c6d
Use ShaderVisitor to skip translucent framebuffer specific stuff
4 years ago
AnyOldName3
8af8ad3840
Always write opaque fragments instead of relying on blending being off for translucent RTT
4 years ago
AnyOldName3
0068c7bb25
Spec says GL_
4 years ago
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.
4 years ago
AnyOldName3
d13459ecf9
Scale mipmap alpha to preserve coverage
4 years ago
AnyOldName3
69386df036
Correct alpha testing functions
4 years ago
AnyOldName3
9b99c76032
Clamp alpha reference to avoid degenerate case
4 years ago
AnyOldName3
54d465e3dc
Do all alpha testing early and only once
4 years ago
AnyOldName3
5e004356a2
Merge remote-tracking branch 'upstream/master' into alpha-meddling
4 years ago
AnyOldName3
8f4b856b44
Initial A2C implementation
4 years ago
Alexei Dobrohotov
09759c6620
Clean up shader lighting
4 years ago
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.
4 years ago
AnyOldName3
ce2bcba5d4
Replace deprecated alpha test in shader visitor
4 years ago
psi29a
6f0b90e606
documented that currently underwater shadows are mutually exclusive to refraction scale; to be fixed in follow up issue #5709 ; documentation fixes
4 years ago
Bret Curtis
355996c2ff
supress -> suppress
5 years ago
Andrei Kortunov
9bc0e9b4b7
Fix typos in shaders
5 years ago
Andrei Kortunov
f30cb9f8bc
Calculate viewNormal only when needed
5 years ago
Capostrophic
91514aed5d
Don't deliberately do redundant assignments
5 years ago
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
5 years ago
Capostrophic
58d78fb126
Always pass the vertex color to the fragment shader
5 years ago
Capostrophic
c0b322b264
Improve color mode handling in shaders
5 years ago
psi29a
b72720f357
Merge branch 'shadow-transparency-rework' into 'master'
...
Only alpha-test shadows when necessary
See merge request OpenMW/openmw!170
5 years ago
Bret Curtis
aaa8990006
Merge pull request #2799 from Capostrophic/simplewaterfog
...
Fix simple water with radial fog enabled
5 years ago
Sisah
b19f53aab6
Fix parallax and specular for android
5 years ago
Capostrophic
688e804548
Fix simple water with radial fog enabled
5 years ago
AnyOldName3
53b9b41159
Rely on existing alpha test for non-blended shadow casting
5 years ago
Capostrophic
bbf6b4e517
Don't radialize underwater fog
5 years ago
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.
5 years ago
Andrei Kortunov
02444add2a
Support for radial fog (feature #4708 )
5 years ago
Capostrophic
6999f1fd28
Add an option to apply lighting to environment maps
5 years ago
Capostrophic
19a7245251
Add bump mapping support
5 years ago
bzzt
b6ed2f1718
Add optional shadow map max distance and fading
5 years ago
Capostrophic
cf0c71c651
Water shader cleanup
5 years ago
Andrei Kortunov
1c545c8f6d
Fix a regression with variable declarations in water shader
6 years ago
Alexei Dobrohotov
4a5e2d1d4e
Merge pull request #2281 from akortunov/shaders
...
Minor water shader fixes
6 years ago
Capostrophic
e49232074b
Shader adjustments
...
Clamp directional per-vertex diffuse lighting
Simplify vectors
6 years ago
bzzt
4708db258e
Minor water shader cleanup - avoid redundant calculations
6 years ago
Capostrophic
02242ce66b
Fix shader specular lighting (again)
6 years ago
AnyOldName3
5b2691e744
Actually use specular shininess parameter instead of hardcoded value.
6 years ago
Chris Djali
cb5a57e41b
Merge pull request #1547 from AnyOldName3/osgshadow-test-vdsm
...
Shadows
6 years ago
AnyOldName3
f3fc888ab9
Merge branch 'osgshadow-test-vdsm-mesa-optimised-shader-2' into osgshadow-test-vdsm
6 years ago
AnyOldName3
9b92943d1a
Don't rely exclusively on a shadow map when out of its depth range
6 years ago
AnyOldName3
556c9a3382
Add normal-offset shadow mapping to remove shadow acne (flicker)
6 years ago
Capostrophic
731f91759e
Account for inverted tangents on normal-mapped objects (bug #3733 )
6 years ago
AnyOldName3
2d5da1a6fa
Don't exclusively rely on a shadow map if its bounds have been expanded since the cull traversal.
6 years ago
AnyOldName3
49487355a5
Merge branch 'osgshadow-test-vdsm' of https://github.com/AnyOldName3/openmw into osgshadow-test-vdsm
6 years ago
AnyOldName3
0bafa4399b
Use distant shadow maps when the current fragment is outside the depth range of the near ones.
6 years ago
AnyOldName3
ad9dab8593
Switch alpha test from < to <= to fix weird shadows on actors with 50% chameleon
6 years ago
AnyOldName3
e22ab64ebf
Fix typo in lighting.glsl
6 years ago
AnyOldName3
85b97d19d3
Add alpha threshold for shadow casting.
6 years ago
AnyOldName3
474770eca8
Switch shadow map rendering to a specialised, simplified shader.
6 years ago
AnyOldName3
ce15369bbd
Convert colorMode shader define to a uniform
6 years ago
AnyOldName3
0124be5713
Merge upstream/master
6 years ago
Capostrophic
52da65b776
Fix issues with sun specularity (bug #4527 )
6 years ago
AnyOldName3
1098bd2467
Optimise lighting.glsl for Mesa users.
6 years ago
AnyOldName3
cc23a968d1
Merge upstream/master
7 years ago
AnyOldName3
f717c9e56d
Sort out some tabs which snuck into the water shader
7 years ago
Miloslav Číž
4e3bc3e403
Change wave parameters based on weather
7 years ago
AnyOldName3
85aba2e1da
Add toggleable shadow debug overlay.
7 years ago
AnyOldName3
a7e53df278
Move common shadow code to shared shadow shader headers
7 years ago
AnyOldName3
933ed77ef6
Fix water shader alignment issues noticed while removing tabs.
7 years ago
AnyOldName3
b25b356081
Sort out shader indentation
7 years ago
AnyOldName3
553094669b
Merge upstream/master (& fix merge conflicts)
7 years ago
Miloslav Číž
d629c30fdb
Merge branch 'master' into screenshot360
7 years ago
AnyOldName3
84284a60a7
Make CSM shader changes controllable by the setting.
7 years ago
AnyOldName3
aa68af4f8b
Make shaders pick the correct shadow cascade level and blend near cascade edges.
7 years ago
AnyOldName3
44b2cf2b7f
Merge upstream.
7 years ago
scrawl
fc72483ddf
Merge pull request #1673
7 years ago
Capostrophic
b08d7b4a3b
Use centroid interpolation for shader lighting ( fixes #4143 )
7 years ago
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
7 years ago
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
7 years ago
Miloslav Číž
390838e084
Replace switch with ifs in shader
7 years ago
Miloslav Číž
ea5e078526
Update shaders in CMakeLists
7 years ago
AnyOldName3
3d18ddc8e4
Take into account previous #line directives when expanding @foreach shader macros
7 years ago
Miloslav Číž
af38d3a47d
get rid of sphericalscreenshot class
7 years ago
Miloslav Číž
226fb9c26b
render cubemaps in OGL coordinates
7 years ago
Miloslav Číž
1c3d45f641
dirty 360 screenshot GPU setup
7 years ago
AnyOldName3
590531595b
Create @foreach shader preprocessor macro in preparation for moving shadow setup out of shadermanager.cpp
7 years ago
AnyOldName3
715f29165b
Dynamically adjust shaders to have the required number of shadow maps.
7 years ago
AnyOldName3
56fa33af66
Enable parallel split shadow maps
7 years ago
AnyOldName3
3f63ebce77
Theoretically, at least, fix everything (except hte sky issue which is resolved in another branch)
7 years ago
AnyOldName3
e15d461921
Add (potentially physically-flawed) shadow support to the water shader
7 years ago
AnyOldName3
147455626e
Merge OpenMW/master
7 years ago
AnyOldName3
26a7b48d69
Attempt to make a VDSM work, and also to set up a debug HUD, but without success.
7 years ago
AnyOldName3
f8fe992dc0
Adjust CMake's run-time resource handling such that the Windows CI script does not have to copy these files
7 years ago
AnyOldName3
e0ce284272
Fix the same shader preprocessor variable issue for the third time now
7 years ago
AnyOldName3
2b78fb436d
Fix issue with shader preprocessor variables
7 years ago
AnyOldName3
ba1e2cab2f
Merge remote-tracking branch 'upstream/master' into osgshadow-test
7 years ago
AnyOldName3
ebd3dcf2b3
Remove unnecessary preprocessor variable in shaders
7 years ago
Miloslav Číž
64793a55dc
get rid of buggy shader trick
7 years ago
Miloslav Číž
c9c6326d87
fix non-refraction water rain ripples
7 years ago
Miloslav Číž
8416feaf5b
link rain water ripple effect to actual rain
7 years ago
Miloslav Číž
4a332a1807
improve rain ripples
7 years ago
Miloslav Číž
5c50506c83
water shader refactor plus basic rain ripples
7 years ago