Commit Graph

320 Commits

Author SHA1 Message Date
Alexei Kotov 2e18809ed9 Merge branch 'apply_xtra_data_after_drawable_properties' into 'master'
Distortion effect related fixes

See merge request OpenMW/openmw!4904
2025-09-01 21:57:31 +03:00
Cody Glassman f9f61b8189 make sure distortion respects alpha correctly 2025-08-31 12:02:11 -07:00
Alexei Kotov b011b81d77 Don't overcorrect parallax Y 2025-08-25 10:22:42 +03:00
AnyOldName3 125bbdc118 Merge branch 'long-specular' into 'master'
Elongated specular highlight for water

See merge request OpenMW/openmw!4726
2025-07-22 13:04:03 +00:00
wareya 869881d227 fix terrain normal map handedness 2025-07-11 12:23:22 -04:00
epochwon 0027a5bcab make the specular terms easier to read, turn the magic number into a const 2025-07-02 10:49:27 -04:00
epochwon c89b2b0c60 fix indenting 2025-07-01 10:42:42 -04:00
epochwon 13f1b76a25 tabs to spaces 2025-06-25 17:23:04 -04:00
epochwon fdc878d766 elongate specular highlight 2025-06-25 17:04:21 -04:00
Mads Buvik Sandvei b2c0d20d56 explicitly include lib/core/fragment.h.glsl 2025-01-28 20:05:08 +01:00
Mads Buvik Sandvei 152dfacab2 multiview_resolve did not need to be version 330 2025-01-26 19:20:46 +01:00
Mads Buvik Sandvei a2f5e1c075 Fix multiview use in techniques 2025-01-26 16:26:36 +01:00
Mads Buvik Sandvei 2762be9f85 opaque depth texture must account for multiview 2025-01-26 14:57:34 +01:00
psi29a 7a6fa45ece Merge branch 'ripple-tweaks' into 'master'
Ripple shader tweaks

See merge request OpenMW/openmw!4351
2024-09-09 19:04:50 +00:00
epochwon 82fe345280 add edits to compatibility version 2024-09-02 15:39:15 -04:00
epochwon c1a9294e17 ripple tweaks 2024-08-31 14:07:28 -04:00
Alexei Kotov 176dec45a7 Make light attenuation fade optional
This also makes Force Per Pixel Lighting caption shorter to provide more space for the new button
2024-08-30 10:03:37 +03:00
Cody Glassman 21377ee4f3 shaders - multiply instead of replace alpha in distortion 2024-07-19 15:58:49 -07:00
Alexei Kotov 93d1c6d7e0 Drop 360-degree screenshot support (#7720) 2024-06-06 14:46:01 +03:00
Alexei Kotov f87aa02390 Don't clamp individual light contribution in shaders as FFP doesn't do this 2024-05-23 18:06:10 +03:00
Alexei Kotov 6b90d7f1da Deobfuscate lighting illumination calculation 2024-04-30 16:57:32 +03:00
Alexei Kotov f0e4793321 Remove allow shadow map overlap setting (#7939) 2024-04-26 13:50:03 +03:00
psi29a ddd64c893a Merge branch 'noyoudumbtoolyourflipingwrong' into 'master'
Don't flip the water normal map twice

See merge request OpenMW/openmw!4022
2024-04-20 16:39:09 +00:00
Alexei Kotov 537964f8d8 Reconstruct normal Z *properly* 2024-04-18 11:23:58 +03:00
Alexei Kotov 58afe1ba23 Support red-green normal maps 2024-04-15 12:02:52 +03:00
Alexei Kotov f880ada633 Don't flip the water normal map twice 2024-04-13 00:06:24 +03:00
Alexei Kotov f2e0129436 Convert water/ripple defines to camelCase 2024-04-04 21:12:47 +03:00
Alexei Kotov 612177be09 Improve some cryptic naming in the water shader 2024-04-04 21:01:14 +03:00
Alexei Kotov 0be7d7fa4c Reduce the amount of redundant code in the water shader 2024-04-04 21:01:14 +03:00
Alexei Kotov fbe84f4668 Remove underwater fog radialization remnants
The fog is now view-independent so this is not something to concern ourselves as with anymore
2024-04-04 21:01:14 +03:00
Alexei Kotov 76105cc2d1 Make sunlight scattering and wobbly shores optional 2024-03-29 10:41:04 +03:00
AnyOldName3 d282fdb77a Eliminate unused uniform 2024-02-20 23:10:03 +00:00
Andrei Kortunov 525dee00f1 Refraction fog based on water depth (feature 5926) 2024-02-08 18:07:48 +04:00
Alexei Kotov f83a7b711a Don't handle per-vertex normals as tangent space normals 2023-12-30 03:09:56 +03:00
Cody Glassman c53abd870b Merge branch 'waterscatter' into 'master'
Use sun visibility for sunlight scattering (bug #7309)

Closes #7309

See merge request OpenMW/openmw!3478
2023-12-28 22:18:03 +00:00
psi29a ff514df5a1 Merge branch 'distortion' into 'master'
Distortion

See merge request OpenMW/openmw!3536
2023-12-26 10:31:51 +00:00
Alexei Kotov 099c39ae87 Use fallback weather ripple settings (bug #7292) 2023-12-23 11:46:08 +03:00
Cody Glassman 187f63d3d3 support postprocess distortion 2023-12-21 10:56:38 -08:00
Alexei Kotov 93ea9dbc3b Do all lighting calculations in one place, support per-vertex specularity
Force PPL when specular maps are used
2023-12-15 11:44:54 +03:00
Alexei Kotov d1274fd3db Deduplicate lambert calculations, consolidate doLighting 2023-12-15 10:36:47 +03:00
Alexei Kotov 4a96885323 Untangle normals and parallax handling
Move tangent space generation to the vertex shaders
Support diffuse parallax when no normal map is present
Don't use diffuse parallax if there's no diffuse map
Generalize normal-to-view conversion
Rewrite parallax
2023-12-12 22:42:53 +03:00
Alexei Kotov 9c94058727 Support Oblivion parallax setup 2023-11-27 03:41:51 +03:00
jvoisin 60ec894d8a Merge branch 'lightitupbaby' into 'master'
Support point specular lighting (#6188)

Closes #6188

See merge request OpenMW/openmw!3559
2023-11-08 22:43:42 +00:00
Alexei Kotov e1cd5250af Use sun visibility for sunlight scattering (bug #7309) 2023-11-07 10:30:26 +03:00
Zackhasacat 231803c6ea Merge branch 'sunvisibility' into 'master'
Make sun specularity behavior more intuitive (bug #6190)

Closes #6190

See merge request OpenMW/openmw!3535
2023-11-05 17:55:27 +00:00
Alexei Kotov 820fc068d1 Support point specular lighting (#6188)
Fix passing light specular colors with shader lighting methods (with help from wazabear)
2023-11-04 17:58:51 +03:00
Alexei Kotov 12abd30e9f Make sun specularity behavior more intuitive (bug #6190)
Remove sun visibility influence on object specularity
Subdue sun visibility influence on water specularity
2023-10-29 04:11:40 +03:00
Cody Glassman 09928ba265 use a dynamic falloff range for soft effect and use shader flags 2023-10-28 10:23:55 -07:00
AnyOldName3 606a0eea8f Get rid of obsolete comment
The matrix in question was removed by !2682
2023-10-23 19:28:54 +00:00
Petr Mikheev 63d5bd6f8a Apply soft effect to nifs marked with soft effect flag (developed by Cody Glassman) 2023-09-27 20:41:52 +02:00