Commit Graph

199 Commits

Author SHA1 Message Date
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
Miloslav Číž f274bc84cc fix depth computation in water shader 2017-09-22 21:03:09 +02:00
Miloslav Číž 8df79625e8 fix water shader 2017-09-22 10:53:02 +02:00
Miloslav Číž 658fa0fdae fix typo 2017-09-21 22:33:57 +02:00
Miloslav Číž c43baf6e94 remove commented code 2017-09-21 22:31:26 +02:00
Miloslav Číž 16d9773c6c fix water shader artifacts at shores 2017-09-21 22:25:36 +02:00
AnyOldName3 e33bec97be Tidy up the mess I made of lighting.glsl a bit by removing two single-line functions that are only ever called in one location. 2017-09-21 02:03:53 +01:00
AnyOldName3 26ecf2088b Make shadows play nicely with per-vertex lighting 2017-09-21 01:59:02 +01:00
AnyOldName3 c67b3267fb Stop shadowing ambient lighting from the light casting a shadow when using per-pixel lighting. 2017-09-21 00:49:34 +01:00
AnyOldName3 f50063402d Adjust shaders to support shadows 2017-09-21 00:25:48 +01:00
scrawl 45ae8d5ffa Add support for GL_AMBIENT colorMode to shaders as required by particle systems 2017-02-08 18:39:24 +01:00
Nikolay Kasyanov db69342b5d [macOS] Move all configs & resources into app bundles
Fixes #3566 (https://bugs.openmw.org/issues/3566).
2016-11-23 22:32:54 +01:00
scrawl 77bc807305 Attenuate the light ambient in lighting.glsl (Fixes #3597) 2016-10-17 15:01:10 +02:00
scrawl f291aabc4b Fix shader compile error for objects without diffuse map 2016-08-09 01:04:02 +02:00
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 6f5b68859f Comment out UV test that is not working 2016-06-16 17:33:54 +02:00
scrawl 6a1fd05074 Fix the coordinate frame for eyeDir, minor cleanup (Bug #3440) 2016-06-16 17:32:27 +02:00
scrawl aa5a643e3b Fix incorrect multiplication order of TBN matrix (Bug #3440) 2016-06-16 17:31:17 +02:00
scrawl 6f31b3d79f Add parallax mapping for objects 2016-03-22 21:46:15 +01:00
scrawl b59b2c6d6d Move to parallax.glsl 2016-03-22 21:46:15 +01:00
scrawl b4dda045a6 Pass the tangent in object space 2016-03-22 21:46:15 +01:00
scrawl 157c11398d Add terrain parallax mapping 2016-03-22 21:46:15 +01:00
scrawl 6e7c6fdd7e Implement NiTexturingProperty::DecalTexture 2016-03-01 18:41:36 +01:00
scrawl 414c19f717 Fix detailMapUV bug 2016-03-01 18:40:18 +01:00
scrawl 5e105da3ba Generate texture coordinates per-pixel when normal map + environment map are used 2016-02-24 21:28:55 +01:00
scrawl 900b522d13 Rename viewPos to viewDirection 2016-02-21 01:28:42 +01:00
scrawl 0db7163363 Add specular mapping for terrain 2016-02-20 19:55:08 +01:00
scrawl f01e8a6950 Add specular mapping for objects 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
scrawl 5e12a1b4ef Add enchanted item glow to the shader 2016-02-18 23:05:44 +01:00
scrawl a73512afb7 Add shader settings to settings.cfg 2016-02-18 19:38:34 +01:00
scrawl e5a37a7023 Add normal map code 2016-02-18 19:37:59 +01:00
scrawl 18e80d5627 Add per-pixel lighting code 2016-02-18 19:37:59 +01:00
scrawl 1223bca3d4 Move doLighting to separate file 2016-02-18 19:37:59 +01:00
scrawl 456816f707 Use diffuse.a / vertex.a, use material emission 2016-02-18 19:37:58 +01:00
scrawl 5fd84074c5 Reimplement detailMap, darkMap and emissiveMap 2016-02-18 19:37:58 +01:00
scrawl e845c576d4 Use the texture matrix 2016-02-18 19:37:58 +01:00
scrawl 3859c58a8a Assign gl_ClipVertex in the vertex shader to make clip planes work 2016-02-18 19:37:57 +01:00
scrawl 9376811213 Vertex lighting shader 2016-02-18 19:37:57 +01:00
scrawl 044e0a829a Add fog 2016-02-18 19:37:57 +01:00
scrawl a9ad1b09e2 Introduce ShaderManager & ShaderVisitor
Actual shaders still to be written.
2016-02-18 19:37:56 +01:00
scrawl 8433e0679f Water: connect to settings window 2015-10-29 00:25:24 +01:00
scrawl 9f8d36b573 Water code cleanup 2015-10-29 00:25:24 +01:00
scrawl 09631385c3 Use boost ifstream for water resources 2015-10-29 00:25:24 +01:00
scrawl 51e40cf1b8 Water: minor shader cleanup 2015-10-29 00:25:24 +01:00
scrawl d485dd0782 Water: fix world UV coords 2015-10-29 00:25:24 +01:00
scrawl 9f2f503d37 Water: pass the near and far planes 2015-10-29 00:25:24 +01:00
scrawl 37c9c12962 Water: clipping plane offset 2015-10-29 00:25:23 +01:00
scrawl e13eb625d3 New water WIP
Changes compared to old (Ogre) water:
- Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader
- Different clipping mechanism (glClipPlane instead of a skewed viewing frustum)
- Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface
- Toned down light scattering, made the waterColor a bit darker at night
- Fixed flipped water normals and strange resulting logic in the shader

Still to do: see comments...
2015-10-29 00:25:23 +01:00