Commit Graph

66 Commits (0.7.0)

Author SHA1 Message Date
scrawl 1223bca3d4 Move doLighting to separate file 8 years ago
scrawl 456816f707 Use diffuse.a / vertex.a, use material emission 8 years ago
scrawl 5fd84074c5 Reimplement detailMap, darkMap and emissiveMap 8 years ago
scrawl e845c576d4 Use the texture matrix 8 years ago
scrawl 3859c58a8a Assign gl_ClipVertex in the vertex shader to make clip planes work 8 years ago
scrawl 9376811213 Vertex lighting shader 8 years ago
scrawl 044e0a829a Add fog 8 years ago
scrawl a9ad1b09e2 Introduce ShaderManager & ShaderVisitor
Actual shaders still to be written.
8 years ago
scrawl 8433e0679f Water: connect to settings window 9 years ago
scrawl 9f8d36b573 Water code cleanup 9 years ago
scrawl 09631385c3 Use boost ifstream for water resources 9 years ago
scrawl 51e40cf1b8 Water: minor shader cleanup 9 years ago
scrawl d485dd0782 Water: fix world UV coords 9 years ago
scrawl 9f2f503d37 Water: pass the near and far planes 9 years ago
scrawl 37c9c12962 Water: clipping plane offset 9 years ago
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...
9 years ago