Commit Graph

199 Commits

Author SHA1 Message Date
Andrei Kortunov 36fc573375 Take in account Z direction for stomping 2021-01-26 22:29:41 +04:00
Andrei Kortunov 5124e81348 Use linear interpolation instead of abrupt transitions for groundcover lighting 2021-01-26 22:29:41 +04:00
Andrei Kortunov 14cf0ce1dc Implement instanced groundcover 2021-01-26 22:29:41 +04:00
AnyOldName3 b6e92c9c6d Use ShaderVisitor to skip translucent framebuffer specific stuff 2021-01-20 23:37:19 +00:00
AnyOldName3 8af8ad3840 Always write opaque fragments instead of relying on blending being off for translucent RTT 2021-01-20 01:17:16 +00:00
AnyOldName3 0068c7bb25 Spec says GL_ 2021-01-08 17:32:15 +00:00
AnyOldName3 4ed3252001 Check for EXT_gpu_shader4 CPU-side
Mesa lies and always defines GL_EXT_gpu_shader4 even when the extension
isn't present.
2021-01-07 18:13:51 +00:00
AnyOldName3 d13459ecf9 Scale mipmap alpha to preserve coverage 2021-01-05 22:21:54 +00:00
AnyOldName3 69386df036 Correct alpha testing functions 2021-01-02 18:27:25 +00:00
AnyOldName3 9b99c76032 Clamp alpha reference to avoid degenerate case 2021-01-01 16:01:33 +00:00
AnyOldName3 54d465e3dc Do all alpha testing early and only once 2020-12-27 03:07:04 +00:00
AnyOldName3 5e004356a2 Merge remote-tracking branch 'upstream/master' into alpha-meddling 2020-12-27 02:48:42 +00:00
AnyOldName3 8f4b856b44 Initial A2C implementation 2020-12-26 22:45:53 +00:00
Alexei Dobrohotov 09759c6620 Clean up shader lighting 2020-12-22 04:46:35 +03:00
AnyOldName3 a4f32a469e Work around Nvidia driver bug
https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.20.pdf
Section 4.1.3 says that hexadecimal integer literals are supported, but
Nvidia have never read a specification since their founding, so their
engineers didn't know that hexadecimal integer literals are requires to
be supported to advertise support OpenGL versions with GLSL support.
2020-12-18 01:36:20 +00:00
AnyOldName3 ce2bcba5d4 Replace deprecated alpha test in shader visitor 2020-12-17 14:57:43 +00:00
psi29a 6f0b90e606 documented that currently underwater shadows are mutually exclusive to refraction scale; to be fixed in follow up issue #5709; documentation fixes 2020-12-02 23:03:10 +00:00
Bret Curtis 355996c2ff supress -> suppress 2020-06-27 01:20:57 +02:00
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
psi29a b72720f357 Merge branch 'shadow-transparency-rework' into 'master'
Only alpha-test shadows when necessary

See merge request OpenMW/openmw!170
2020-05-08 21:32:16 +00:00
Bret Curtis aaa8990006
Merge pull request #2799 from Capostrophic/simplewaterfog
Fix simple water with radial fog enabled
2020-05-08 20:48:04 +02:00
Sisah b19f53aab6 Fix parallax and specular for android 2020-05-08 15:55:22 +02:00
Capostrophic 688e804548 Fix simple water with radial fog enabled 2020-04-24 13:52:53 +03:00
AnyOldName3 53b9b41159 Rely on existing alpha test for non-blended shadow casting 2020-04-21 18:18:55 +01:00
Capostrophic bbf6b4e517 Don't radialize underwater fog 2020-04-18 12:30:59 +03:00
AnyOldName3 12044a607b Only alpha-test shadows when necessary
Previously we always discarded shadow map fragments if the alpha channel of the output would have been low, but there were some (modded) assets that have non-one alpha but have testing or blending disabled so end up opaque anyway. This lets the shadows of those objects match.
2020-04-10 15:45:37 +01:00
Andrei Kortunov 02444add2a Support for radial fog (feature #4708) 2020-03-17 23:09:28 +04:00
Capostrophic 6999f1fd28 Add an option to apply lighting to environment maps 2020-03-03 20:08:59 +03:00
Capostrophic 19a7245251 Add bump mapping support 2020-03-03 13:32:30 +03:00
bzzt b6ed2f1718 Add optional shadow map max distance and fading 2019-11-02 18:06:39 +03:00
Capostrophic cf0c71c651 Water shader cleanup 2019-08-30 22:32:48 +03:00
Andrei Kortunov 1c545c8f6d Fix a regression with variable declarations in water shader 2019-05-12 10:22:49 +04:00
Alexei Dobrohotov 4a5e2d1d4e
Merge pull request #2281 from akortunov/shaders
Minor water shader fixes
2019-05-11 18:07:58 +03:00
Capostrophic e49232074b Shader adjustments
Clamp directional per-vertex diffuse lighting
Simplify vectors
2019-05-01 11:33:19 +03:00
bzzt 4708db258e Minor water shader cleanup - avoid redundant calculations 2019-03-23 15:44:27 +04:00
Capostrophic 02242ce66b Fix shader specular lighting (again) 2019-03-18 19:30:08 +03:00
AnyOldName3 5b2691e744 Actually use specular shininess parameter instead of hardcoded value. 2019-03-15 17:44:52 +00:00
Chris Djali cb5a57e41b
Merge pull request #1547 from AnyOldName3/osgshadow-test-vdsm
Shadows
2019-02-20 15:35:49 +00:00
AnyOldName3 f3fc888ab9 Merge branch 'osgshadow-test-vdsm-mesa-optimised-shader-2' into osgshadow-test-vdsm 2019-02-09 15:51:30 +00:00
AnyOldName3 9b92943d1a Don't rely exclusively on a shadow map when out of its depth range 2019-02-05 20:51:56 +00:00
AnyOldName3 556c9a3382 Add normal-offset shadow mapping to remove shadow acne (flicker) 2019-01-30 22:28:00 +00:00
Capostrophic 731f91759e Account for inverted tangents on normal-mapped objects (bug #3733) 2019-01-30 02:03:26 +03:00
AnyOldName3 2d5da1a6fa Don't exclusively rely on a shadow map if its bounds have been expanded since the cull traversal. 2018-12-08 20:39:41 +00:00
AnyOldName3 49487355a5 Merge branch 'osgshadow-test-vdsm' of https://github.com/AnyOldName3/openmw into osgshadow-test-vdsm 2018-11-29 01:26:22 +00:00
AnyOldName3 0bafa4399b Use distant shadow maps when the current fragment is outside the depth range of the near ones. 2018-11-03 16:56:33 +00:00
AnyOldName3 ad9dab8593
Switch alpha test from < to <= to fix weird shadows on actors with 50% chameleon 2018-11-03 16:20:56 +00:00
AnyOldName3 e22ab64ebf Fix typo in lighting.glsl 2018-10-22 17:35:01 +01:00
AnyOldName3 85b97d19d3 Add alpha threshold for shadow casting. 2018-10-17 14:02:26 +01:00
AnyOldName3 474770eca8 Switch shadow map rendering to a specialised, simplified shader. 2018-10-16 21:23:31 +01:00
AnyOldName3 ce15369bbd Convert colorMode shader define to a uniform 2018-10-15 23:12:15 +01:00
AnyOldName3 0124be5713 Merge upstream/master 2018-10-10 21:23:19 +01:00
Capostrophic 52da65b776 Fix issues with sun specularity (bug #4527) 2018-09-23 03:39:06 +03:00
AnyOldName3 1098bd2467 Optimise lighting.glsl for Mesa users. 2018-08-14 21:35:23 +01:00
AnyOldName3 cc23a968d1 Merge upstream/master 2018-08-01 14:13:45 +01:00
AnyOldName3 f717c9e56d
Sort out some tabs which snuck into the water shader 2018-08-01 14:07:02 +01:00
Miloslav Číž 4e3bc3e403 Change wave parameters based on weather 2018-07-11 17:03:59 +02:00
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 933ed77ef6 Fix water shader alignment issues noticed while removing tabs. 2018-06-22 01:05:45 +01:00
AnyOldName3 b25b356081 Sort out shader indentation 2018-06-22 01:02:01 +01:00
AnyOldName3 553094669b Merge upstream/master (& fix merge conflicts) 2018-06-20 00:11:23 +01:00
Miloslav Číž d629c30fdb
Merge branch 'master' into screenshot360 2018-06-13 21:16:28 +02:00
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
scrawl fc72483ddf
Merge pull request #1673 2018-04-14 19:53:20 +00:00
Capostrophic b08d7b4a3b Use centroid interpolation for shader lighting (fixes #4143) 2018-04-14 00:30:28 +03:00
bret curtis 4890ecd357 remove native GLESv* support, as it never worked; make things less complicated as result, fixed lighting.glsl to work with gl2es thanks to ptitSeb 2018-03-27 20:20:40 +02:00
Harald H d3b623b5d3 http to https for supported urls (#1625)
* http to https for supported urls

* http to https

* http to https

* http to https

* http to https

* http to https

* http to https

* http to https

* http tp https

* http to https

* http to https

* http to https

* http to https

* http to https

* http to https

* http to https

* http to https

* some url fixes

* http to https
2018-03-08 21:23:24 +01:00
Miloslav Číž 390838e084 Replace switch with ifs in shader 2017-12-01 21:03:29 +01:00
Miloslav Číž ea5e078526 Update shaders in CMakeLists 2017-12-01 19:54:48 +01:00
AnyOldName3 3d18ddc8e4 Take into account previous #line directives when expanding @foreach shader macros 2017-11-17 17:18:33 +00:00
Miloslav Číž af38d3a47d get rid of sphericalscreenshot class 2017-11-15 17:01:16 +01:00
Miloslav Číž 226fb9c26b render cubemaps in OGL coordinates 2017-11-15 16:07:01 +01:00
Miloslav Číž 1c3d45f641 dirty 360 screenshot GPU setup 2017-11-15 15:20:59 +01:00
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 3f63ebce77 Theoretically, at least, fix everything (except hte sky issue which is resolved in another branch) 2017-11-05 14:37:36 +00:00
AnyOldName3 e15d461921 Add (potentially physically-flawed) shadow support to the water shader 2017-10-30 20:06:52 +00:00
AnyOldName3 147455626e Merge OpenMW/master 2017-10-13 21:39:15 +01:00
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 f8fe992dc0 Adjust CMake's run-time resource handling such that the Windows CI script does not have to copy these files 2017-10-11 21:58:55 +01:00
AnyOldName3 e0ce284272 Fix the same shader preprocessor variable issue for the third time now 2017-10-08 01:34:54 +01:00
AnyOldName3 2b78fb436d Fix issue with shader preprocessor variables 2017-10-08 00:44:35 +01:00
AnyOldName3 ba1e2cab2f Merge remote-tracking branch 'upstream/master' into osgshadow-test 2017-10-03 03:00:15 +01:00
AnyOldName3 ebd3dcf2b3 Remove unnecessary preprocessor variable in shaders 2017-10-03 02:58:25 +01:00
Miloslav Číž 64793a55dc get rid of buggy shader trick 2017-09-28 20:44:43 +02:00
Miloslav Číž c9c6326d87 fix non-refraction water rain ripples 2017-09-28 19:23:37 +02:00
Miloslav Číž 8416feaf5b link rain water ripple effect to actual rain 2017-09-28 19:04:31 +02:00
Miloslav Číž 4a332a1807 improve rain ripples 2017-09-27 21:25:14 +02:00
Miloslav Číž 5c50506c83 water shader refactor plus basic rain ripples 2017-09-27 17:13:21 +02:00
Miloslav Číž cde2c13900 make water depth independent of view frustum 2017-09-26 14:14:28 +02:00
Miloslav Číž 9dececcbd2 rename a constant in water shader 2017-09-22 21:10:05 +02:00
Miloslav Číž 28f58d5a32 add deleted letter in macro 2017-09-22 21:06:03 +02:00