Commit Graph

187 Commits

Author SHA1 Message Date
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 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
Andrei Kortunov e3490c8606 Remove dead code 2021-01-26 22:29:41 +04:00
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