Commit Graph

200 Commits

Author SHA1 Message Date
Bo Svensson 4b1c009ffd
use StateSet define for translucentFramebuffer (#3138)
With this PR we test out osg's shader define system for a somewhat harmless feature. As we can see, our code becomes more concise and efficient in this case. Most importantly, we no longer create unneeded vertex shader objects.
2021-10-05 14:37:08 +02:00
glassmancody.info 81267e7be7 add missing centroid to debug vertex shaders 2021-08-07 18:04:11 -07:00
glassmancody.info 09e03fde2e refactor and fix wobbly shores 2021-08-04 17:49:57 -07:00
glassmancody.info cad0b151cb enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
glassmancody.info 70fac33940 initial reverse-z depth implementation 2021-08-04 17:39:11 -07:00
Alexei Dobrohotov 9834fd51af Address shader issues pointed out by AnyOldName3 2021-07-29 22:28:05 +03:00
Alexei Dobrohotov 11694ba87f Correct dark map and detail map alpha handling
Comment texenv usage in NIF loader
2021-07-29 04:48:59 +03:00
psi29a 6949dd89c2 Merge branch 'gui_shaders' into 'master'
Add shader path for mygui (#6162)

See merge request OpenMW/openmw!1019
2021-07-25 21:37:39 +00:00
psi29a a7881b9196 Merge branch 'wobblywater' into 'master'
Wobbly Water: make shorelines wavy when refraction is enabled

See merge request OpenMW/openmw!673
2021-07-25 21:35:52 +00:00
glassmancody.info e8c6f31e0c add shader path for mygui (#6162) 2021-07-22 15:55:30 -07:00
AnyOldName3 84a9facedf Disable coverage adjustment for blended objects 2021-07-04 23:29:22 +01:00
Dobrohotov Alexei ad5ee1aa1c Don't flip NV PPL shader Y axis erroneously 2021-05-03 01:34:54 +03:00
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.
2021-04-22 16:53:37 -07:00
AnyOldName3 ce3ed28403 Control stomping via settings. 2021-04-18 21:44:23 +01:00
AnyOldName3 87ce1a7351 Explain stomp constants 2021-04-18 20:31:33 +01:00
AnyOldName3 a81dfe9ccc MGE XE-like stomping 2021-04-18 20:31:33 +01:00
AnyOldName3 1737f737df Don't use a vec3 if only two components get read 2021-04-18 20:31:32 +01:00
glassmancody.info 531a6e1979 Code review fixes, remove implicit GLSL casts 2021-04-13 11:09:54 -07:00
glassmancody.info 92033bca64 Fixed error in calculating viewspace sun dir, minor cleanup 2021-04-13 11:09:49 -07:00
glassmancody.info 9e80091aff clear up force shaders and make it less convoluted 2021-04-13 11:09:49 -07:00
glassmancody.info d4e7d25d14 Make life not suck for whoever wants to edit lighting shaders 2021-04-13 11:09:49 -07:00
glassmancody.info eecb9886a9 Shader cleanup, fix indicies 2021-04-13 11:09:49 -07:00
glassmancody.info 4ba473b684 Finalize settings, torch fix 2021-04-13 11:09:49 -07:00
glassmancody.info 71c30a31df in-game settings, some require restart 2021-04-13 11:09:49 -07:00
glassmancody.info 280fd2b162 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:09:35 -07:00
glassmancody.info 71f7f30c0b Don't break NV shaders 2021-04-13 11:09:35 -07:00
glassmancody.info d195602a9d Switch to shared layout, some rewording 2021-04-13 11:09:35 -07:00
glassmancody.info 690995988b More formatting, OpenCS cells are unbroken 2021-04-13 11:09:35 -07:00
glassmancody.info 08b5681284 Missed redundant formatting changes 2021-04-13 11:09:35 -07:00
glassmancody.info 328ec85757 Code review cleanup, add setting documentation 2021-04-13 11:09:35 -07:00
glassmancody.info 24454a1698 Switch to integer, uint not reliable in GLSL 120 2021-04-13 11:09:35 -07:00
glassmancody.info ec27e60284 Cutoff conditional in light shader 2021-04-13 11:09:35 -07:00
glassmancody.info 05a5cee132 Brighter point lights and light fade 2021-04-13 11:09:35 -07:00
glassmancody.info 7370acdf54 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:09:19 -07:00
glassmancody.info 43ac32921c Rewrite, support different lighting methods 2021-04-13 11:09:19 -07:00
glassmancody.info 9d9074c244 Add shared UBO 2021-04-13 11:07:48 -07:00
glassmancody.info dda735c54a initial commit 2021-04-13 11:06:16 -07:00
Andrei Kortunov 1ab5a9f530 Revert "Merge branch 'refractiontest' into 'master'"
This reverts commit b31459cc00, reversing
changes made to 369adf1583.
2021-03-30 15:32:01 +04:00
Alexei Dobrohotov 2fdbe9b3f6 Handle BSShader[PP/No]LightingProperty 2021-03-22 01:55:58 +03:00
wareya 2ea0bf91e6 try to estimate vertical water depth, not screen-direction water depth 2021-03-20 13:11:19 -04:00
wareya 56fe1a8c12 wobbly water 2021-03-19 21:49:17 -04:00
wareya 1a4e9df707 add bit to suppress coastline artifacts at more of a distance 2021-03-19 20:12:40 -04:00
wareya bf336e4cb4 make sun scattering color stop being an ugly radioactive green 2021-03-19 18:51:52 -04:00
wareya 845e3944d6 make refraction more visible even at a distance 2021-03-19 17:54:08 -04:00
AnyOldName3 34af58f53f Use correct extension name.
Like 0068c7bb25, but for other shaders, too
2021-03-13 23:02:48 +00:00
AnyOldName3 3103266406 Add correct preprocessor check when enabling extension 2021-03-13 01:31:35 +00:00
AnyOldName3 0431ba4c87 Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling 2021-03-13 01:23:30 +00:00
AnyOldName3 b8ee32e317 Support A2C for groundcover 2021-02-14 23:32:04 +00:00
AnyOldName3 4f510d85ba Merge remote-tracking branch 'upstream/master' into alpha-meddling 2021-02-14 22:42:55 +00:00
AnyOldName3 f8f6d63d4c Optimise groundcover lighting 2021-02-09 21:56:21 +00:00