Commit Graph

36 Commits

Author SHA1 Message Date
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
glassmancody.info 328ec85757 Code review cleanup, add setting documentation 2021-04-13 11:09:35 -07:00
glassmancody.info 43ac32921c Rewrite, support different lighting methods 2021-04-13 11:09:19 -07:00
glassmancody.info dda735c54a initial commit 2021-04-13 11:06:16 -07:00
Alexei Dobrohotov 09759c6620 Clean up shader lighting 2020-12-22 04:46:35 +03:00
Andrei Kortunov 9bc0e9b4b7 Fix typos in shaders 2020-06-17 10:13:52 +04:00
Andrei Kortunov f30cb9f8bc Calculate viewNormal only when needed 2020-06-15 12:57:37 +04:00
Capostrophic 91514aed5d Don't deliberately do redundant assignments 2020-06-09 22:08:43 +03:00
Capostrophic 1c50d25853 Minor shader fixes
Don't initialize uniform bool to false explicitly
Attempt not to calculate specular lighting if the material specular color is black
2020-06-09 15:27:38 +03:00
Capostrophic 58d78fb126 Always pass the vertex color to the fragment shader 2020-05-12 18:28:07 +03:00
Capostrophic c0b322b264 Improve color mode handling in shaders 2020-05-09 16:15:10 +03:00
Sisah b19f53aab6 Fix parallax and specular for android 2020-05-08 15:55:22 +02:00
Andrei Kortunov 02444add2a Support for radial fog (feature #4708) 2020-03-17 23:09:28 +04:00
bzzt b6ed2f1718 Add optional shadow map max distance and fading 2019-11-02 18:06:39 +03:00
Capostrophic e49232074b Shader adjustments
Clamp directional per-vertex diffuse lighting
Simplify vectors
2019-05-01 11:33:19 +03:00
AnyOldName3 85aba2e1da Add toggleable shadow debug overlay. 2018-06-28 17:24:36 +01:00
AnyOldName3 a7e53df278 Move common shadow code to shared shadow shader headers 2018-06-24 23:40:52 +01:00
AnyOldName3 b25b356081 Sort out shader indentation 2018-06-22 01:02:01 +01:00
AnyOldName3 84284a60a7 Make CSM shader changes controllable by the setting. 2018-05-17 17:35:55 +01:00
AnyOldName3 aa68af4f8b Make shaders pick the correct shadow cascade level and blend near cascade edges. 2018-05-16 18:20:21 +01:00
AnyOldName3 44b2cf2b7f Merge upstream. 2018-05-11 19:15:04 +01:00
Capostrophic b08d7b4a3b Use centroid interpolation for shader lighting (fixes #4143) 2018-04-14 00:30:28 +03:00
AnyOldName3 590531595b Create @foreach shader preprocessor macro in preparation for moving shadow setup out of shadermanager.cpp 2017-11-10 02:02:27 +00:00
AnyOldName3 715f29165b Dynamically adjust shaders to have the required number of shadow maps. 2017-11-07 20:22:45 +00:00
AnyOldName3 56fa33af66 Enable parallel split shadow maps 2017-11-07 00:32:04 +00:00
AnyOldName3 26a7b48d69 Attempt to make a VDSM work, and also to set up a debug HUD, but without success. 2017-10-13 18:19:29 +01:00
AnyOldName3 ebd3dcf2b3 Remove unnecessary preprocessor variable in shaders 2017-10-03 02:58:25 +01:00
AnyOldName3 26ecf2088b Make shadows play nicely with per-vertex lighting 2017-09-21 01:59:02 +01:00
AnyOldName3 f50063402d Adjust shaders to support shadows 2017-09-21 00:25:48 +01:00
scrawl bc04989448 Remove unused uniforms 2016-06-17 00:20:53 +02:00
scrawl 8e23c37668 Flip the parallax offset Y component based on tangent parity (Bug #3440) 2016-06-16 18:07:10 +02:00
scrawl 6a1fd05074 Fix the coordinate frame for eyeDir, minor cleanup (Bug #3440) 2016-06-16 17:32:27 +02:00
scrawl b59b2c6d6d Move to parallax.glsl 2016-03-22 21:46:15 +01:00
scrawl 157c11398d Add terrain parallax mapping 2016-03-22 21:46:15 +01:00
scrawl 0db7163363 Add specular mapping for terrain 2016-02-20 19:55:08 +01:00
scrawl 6000e48bba Add terrain shaders and normal map support
Textures with _n filename suffix are automatically recognized as terrain normal maps.
2016-02-19 01:37:30 +01:00