Alexei Dobrohotov
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09759c6620
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Clean up shader lighting
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2020-12-22 04:46:35 +03:00 |
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Andrei Kortunov
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f30cb9f8bc
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Calculate viewNormal only when needed
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2020-06-15 12:57:37 +04:00 |
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Capostrophic
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58d78fb126
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Always pass the vertex color to the fragment shader
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2020-05-12 18:28:07 +03:00 |
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Andrei Kortunov
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02444add2a
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Support for radial fog (feature #4708)
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2020-03-17 23:09:28 +04:00 |
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Capostrophic
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19a7245251
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Add bump mapping support
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2020-03-03 13:32:30 +03:00 |
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AnyOldName3
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556c9a3382
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Add normal-offset shadow mapping to remove shadow acne (flicker)
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2019-01-30 22:28:00 +00:00 |
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AnyOldName3
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a7e53df278
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Move common shadow code to shared shadow shader headers
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2018-06-24 23:40:52 +01:00 |
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AnyOldName3
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b25b356081
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Sort out shader indentation
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2018-06-22 01:02:01 +01:00 |
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AnyOldName3
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44b2cf2b7f
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Merge upstream.
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2018-05-11 19:15:04 +01:00 |
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Capostrophic
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b08d7b4a3b
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Use centroid interpolation for shader lighting (fixes #4143)
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2018-04-14 00:30:28 +03:00 |
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AnyOldName3
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590531595b
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Create @foreach shader preprocessor macro in preparation for moving shadow setup out of shadermanager.cpp
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2017-11-10 02:02:27 +00:00 |
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AnyOldName3
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715f29165b
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Dynamically adjust shaders to have the required number of shadow maps.
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2017-11-07 20:22:45 +00:00 |
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AnyOldName3
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56fa33af66
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Enable parallel split shadow maps
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2017-11-07 00:32:04 +00:00 |
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AnyOldName3
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3f63ebce77
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Theoretically, at least, fix everything (except hte sky issue which is resolved in another branch)
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2017-11-05 14:37:36 +00:00 |
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AnyOldName3
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26ecf2088b
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Make shadows play nicely with per-vertex lighting
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2017-09-21 01:59:02 +01:00 |
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AnyOldName3
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f50063402d
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Adjust shaders to support shadows
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2017-09-21 00:25:48 +01:00 |
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scrawl
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8e23c37668
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Flip the parallax offset Y component based on tangent parity (Bug #3440)
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2016-06-16 18:07:10 +02:00 |
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scrawl
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b4dda045a6
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Pass the tangent in object space
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2016-03-22 21:46:15 +01:00 |
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scrawl
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6e7c6fdd7e
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Implement NiTexturingProperty::DecalTexture
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2016-03-01 18:41:36 +01:00 |
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scrawl
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414c19f717
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Fix detailMapUV bug
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2016-03-01 18:40:18 +01:00 |
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scrawl
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f01e8a6950
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Add specular mapping for objects
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2016-02-20 19:55:08 +01:00 |
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scrawl
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5e12a1b4ef
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Add enchanted item glow to the shader
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2016-02-18 23:05:44 +01:00 |
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scrawl
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a73512afb7
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Add shader settings to settings.cfg
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2016-02-18 19:38:34 +01:00 |
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scrawl
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e5a37a7023
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Add normal map code
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2016-02-18 19:37:59 +01:00 |
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scrawl
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18e80d5627
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Add per-pixel lighting code
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2016-02-18 19:37:59 +01:00 |
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scrawl
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1223bca3d4
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Move doLighting to separate file
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2016-02-18 19:37:59 +01:00 |
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scrawl
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456816f707
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Use diffuse.a / vertex.a, use material emission
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2016-02-18 19:37:58 +01:00 |
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scrawl
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5fd84074c5
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Reimplement detailMap, darkMap and emissiveMap
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2016-02-18 19:37:58 +01:00 |
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scrawl
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e845c576d4
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Use the texture matrix
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2016-02-18 19:37:58 +01:00 |
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scrawl
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3859c58a8a
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Assign gl_ClipVertex in the vertex shader to make clip planes work
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2016-02-18 19:37:57 +01:00 |
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scrawl
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9376811213
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Vertex lighting shader
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2016-02-18 19:37:57 +01:00 |
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scrawl
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044e0a829a
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Add fog
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2016-02-18 19:37:57 +01:00 |
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scrawl
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a9ad1b09e2
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Introduce ShaderManager & ShaderVisitor
Actual shaders still to be written.
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2016-02-18 19:37:56 +01:00 |
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