Cody Glassman
21377ee4f3
shaders - multiply instead of replace alpha in distortion
2024-07-19 15:58:49 -07:00
Alexei Kotov
537964f8d8
Reconstruct normal Z *properly*
2024-04-18 11:23:58 +03:00
Alexei Kotov
58afe1ba23
Support red-green normal maps
2024-04-15 12:02:52 +03:00
Alexei Kotov
f83a7b711a
Don't handle per-vertex normals as tangent space normals
2023-12-30 03:09:56 +03:00
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
...
Force PPL when specular maps are used
2023-12-15 11:44:54 +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
9c94058727
Support Oblivion parallax setup
2023-11-27 03:41:51 +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
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