Cody Glassman
187f63d3d3
support postprocess distortion
2023-12-21 10:56:38 -08:00
Alexei Kotov
93ea9dbc3b
Do all lighting calculations in one place, support per-vertex specularity
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Force PPL when specular maps are used
2023-12-15 11:44:54 +03:00
Alexei Kotov
d1274fd3db
Deduplicate lambert calculations, consolidate doLighting
2023-12-15 10:36:47 +03:00
Alexei Kotov
4a96885323
Untangle normals and parallax handling
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Move tangent space generation to the vertex shaders
Support diffuse parallax when no normal map is present
Don't use diffuse parallax if there's no diffuse map
Generalize normal-to-view conversion
Rewrite parallax
2023-12-12 22:42:53 +03:00
Alexei Kotov
820fc068d1
Support point specular lighting ( #6188 )
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Fix passing light specular colors with shader lighting methods (with help from wazabear)
2023-11-04 17:58:51 +03:00
Cody Glassman
09928ba265
use a dynamic falloff range for soft effect and use shader flags
2023-10-28 10:23:55 -07:00
Andrei Kortunov
1be1f72f6c
Improve shaders formatting
2023-04-21 09:02:12 +04:00
psi29a
b0a129d6e4
Merge branch 'ripples' into 'master'
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Implement shader-based water ripples
See merge request OpenMW/openmw!2877
2023-04-02 22:43:22 +00:00
Mads Buvik Sandvei
e666f36b60
[Multiview] Fix transparent pass and vertex shader
2023-04-01 20:27:07 +00:00
Andrei Kortunov
e17281ac67
Implement shader-based water ripples (feature 3537)
2023-04-01 17:26:19 +04:00
Cody Glassman
6a64f352a4
fix shader compilation
2023-02-26 14:31:53 -08:00
Cody Glassman
ac4787aeec
shade refactor
2023-02-25 11:03:39 -08:00