Commit Graph

41 Commits (f85053d78c7d21484bcf49d75ab2a9fce5ce79f3)

Author SHA1 Message Date
glassmancody.info cad0b151cb enable shaders path and dehardcode depth formats 3 years ago
glassmancody.info 70fac33940 initial reverse-z depth implementation 3 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
glassmancody.info 08b5681284 Missed redundant formatting changes 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 dda735c54a initial commit 4 years ago
Alexei Dobrohotov 2fdbe9b3f6 Handle BSShader[PP/No]LightingProperty 4 years ago
Alexei Dobrohotov 09759c6620 Clean up shader lighting 4 years ago
Andrei Kortunov f30cb9f8bc Calculate viewNormal only when needed 5 years ago
Capostrophic 58d78fb126 Always pass the vertex color to the fragment shader 5 years ago
Andrei Kortunov 02444add2a Support for radial fog (feature #4708) 5 years ago
Capostrophic 19a7245251 Add bump mapping support 5 years ago
AnyOldName3 556c9a3382 Add normal-offset shadow mapping to remove shadow acne (flicker) 6 years ago
AnyOldName3 a7e53df278 Move common shadow code to shared shadow shader headers 7 years ago
AnyOldName3 b25b356081 Sort out shader indentation 7 years ago
AnyOldName3 44b2cf2b7f Merge upstream. 7 years ago
Capostrophic b08d7b4a3b Use centroid interpolation for shader lighting (fixes #4143) 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 26ecf2088b Make shadows play nicely with per-vertex lighting 7 years ago
AnyOldName3 f50063402d Adjust shaders to support shadows 7 years ago
scrawl 8e23c37668 Flip the parallax offset Y component based on tangent parity (Bug #3440) 9 years ago
scrawl b4dda045a6 Pass the tangent in object space 9 years ago
scrawl 6e7c6fdd7e Implement NiTexturingProperty::DecalTexture 9 years ago
scrawl 414c19f717 Fix detailMapUV bug 9 years ago
scrawl f01e8a6950 Add specular mapping for objects 9 years ago
scrawl 5e12a1b4ef Add enchanted item glow to the shader 9 years ago
scrawl a73512afb7 Add shader settings to settings.cfg 9 years ago
scrawl e5a37a7023 Add normal map code 9 years ago
scrawl 18e80d5627 Add per-pixel lighting code 9 years ago
scrawl 1223bca3d4 Move doLighting to separate file 9 years ago
scrawl 456816f707 Use diffuse.a / vertex.a, use material emission 9 years ago
scrawl 5fd84074c5 Reimplement detailMap, darkMap and emissiveMap 9 years ago
scrawl e845c576d4 Use the texture matrix 9 years ago
scrawl 3859c58a8a Assign gl_ClipVertex in the vertex shader to make clip planes work 9 years ago
scrawl 9376811213 Vertex lighting shader 9 years ago
scrawl 044e0a829a Add fog 9 years ago
scrawl a9ad1b09e2 Introduce ShaderManager & ShaderVisitor
Actual shaders still to be written.
9 years ago