Commit Graph

302 Commits (f258f9ec68c0c9809fe593849a96f2007ec220be)

Author SHA1 Message Date
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