Commit Graph

94 Commits

Author SHA1 Message Date
Lasse Öörni
2eca6bf91f Use the OUTPOSITION convention in HLSL skydome shader. 2016-01-22 13:56:30 +02:00
Lasse Öörni
934de0f75d Merge remote-tracking branch 'rasteron/master' 2016-01-22 13:55:12 +02:00
Lasse Öörni
cd2c720352 Fix uniform type in D3D11 constant buffer. 2016-01-21 19:00:35 +02:00
Lasse Öörni
1e8335d5a4 Merge remote-tracking branch 'hjmediastudios/AddViewMatrix' 2016-01-21 18:38:36 +02:00
rasteron
6789580e18 Added Skydome Shaders and Technique 2016-01-21 16:52:25 +08:00
Nick Royer
150ddf86ca Added uniforms to shader 2016-01-18 14:34:05 -06:00
Yusuf Umar
a8d9308abe Moving billboard rotate computation from CPU to GPU. Particle with direction should run faster now. 2016-01-12 19:50:01 +07:00
Yusuf Umar
353c459e0d Adding direction for particle/billboard. It can create pseudo 3d effect inspired by Unity stretched billboard. Can be used by using face camera option 'Rotate Along Direction'. 2016-01-12 10:46:23 +07:00
Lasse Öörni
6a3bbb8aab Fix D3D11 constant buffers for VSM. Fix editor shadow mode selection. Fix script API for new shadow modes. Fix debughud for new shadow modes. Edit documentation to refer to new shadow modes. Added contributor credit. Some code convention edits, e.g. VSM instead of Vsm. Dump new NinjaSnowWarShaders.xml file. 2015-12-18 14:22:24 +02:00
Xavier Maupeu
dbcfc9721e merge VSM shadow 2015-12-17 23:04:48 +01:00
Xavier Maupeu
cf501d9585 add functions in Renderer to set shadow softness and VSM shadow parameters 2015-12-17 19:16:52 +01:00
Xavier Maupeu
33a278449b VSM works with point light and spot light in direct3d9 2015-12-16 22:53:18 +01:00
Lasse Öörni
95f3cecc30 Add the NOUV mechanism for Depth & Shadow HLSL shaders. Document the significance of providing all vertex attributes expected by shader on D3D11. Tabs to spaces in Reference.dox. 2015-12-15 11:01:10 +02:00
Xavier Maupeu
e636d44df9 vsm implementaion for hlsl shaders 2015-12-05 15:45:07 +01:00
Lasse Öörni
d13addbbd7 Fix Vegetation shadow shader for D3D11. Ensure LitSolid changes are ported to Vegetation shader. Put wind related parameters to a custom constant buffer on D3D11. Closes #1052. 2015-11-23 13:49:00 +02:00
Lasse Öörni
e1cae7077f Ensure matching interpolator order with point lights, critical on D3D11. Closes #1048. 2015-11-21 12:36:57 +02:00
Lasse Öörni
e6c75eb229 Added TRANSLUCENT option to lighting, which takes absolute value of NdotL (only works in forward lighting.) Add example translucent techniques. Closes #1016. 2015-11-13 17:21:13 +02:00
Lasse Öörni
6e118d237f Unify naming of rendertargets between the Bloom & Blur postprocesses. 2015-11-02 01:41:14 +02:00
Lasse Öörni
f59b6334ff Fixed Blur.hlsl from MonkeyFirst. Closes #899. 2015-09-17 12:21:52 +03:00
Lasse Öörni
70b871ebfa Code convention edits. Removed unused variable. Make debug icons use Basic shader for no fog. Do not render debug icons to camera preview viewport. Fixed Basic shader with VERTEXCOLOR define on D3D11. 2015-08-14 23:09:53 +03:00
Lasse Öörni
a626021d95 Fixes for VS texture fetch on D3D11. 2015-08-06 22:28:05 +03:00
Lasse Öörni
6f8ed55c0a Fix the Depth shader on D3D11. Simplify View code to determine whether a substitute RT for the backbuffer is needed. Fix having to render the hardware depth stencil twice in the ForwardDepth renderpath. 2015-07-14 19:32:58 +03:00
Lasse Öörni
2a34d35dec Added missing vertex color variation to the LitSolid shaders. 2015-05-08 12:41:59 +03:00
Lasse Öörni
c9bb360bf4 Fix AutoExposure shader on D3D11. Closes #714. 2015-05-04 21:26:52 +03:00
Lasse Öörni
aa65cedefd Add NOUV define to LitParticle, LitSolid & Unlit HLSL shaders when used as untextured, to prevent vertex layout creation problem on D3D11 when model has no UVs. Remove texcoords from the editor grid as they're no longer necessary. Closes #712. 2015-04-29 20:09:18 +03:00
Lasse Öörni
b8c7c59eca Configure amount of allowed bones for hardware skinning based on the rendering API. Allow 128 bones on Direct3D 11 & OpenGL 3. Add -mb (maxbones) parameter to AssetImporter & OgreImporter. When using OpenGL 3, allow deferred rendering to use different MRT formats without forcing an RGBA substitute rendertarget. 2015-03-21 23:22:08 +02:00
Lasse Öörni
3759570319 Remove rrr swizzle from lighting shaders to allow the spotlight to be colored. Convert the default spot textures to RGB color to avoid sampling only the R channel on D3D11. 2015-03-12 21:25:42 +02:00
Lasse Öörni
4e308f21c3 3D textures on D3D11. Fixed the ColorCorrection shader. 2015-03-08 20:16:15 +02:00
Lasse Öörni
72a153f1a3 Fix Tonemap shader for D3D11. 2015-03-08 16:23:23 +02:00
Lasse Öörni
871fc3abea Fix erroneous UI rendering after compiling the Text shader, by listing texcoord interpolator before color. 2015-03-08 16:15:17 +02:00
Lasse Öörni
e106f1b389 D3D11 clip plane support. Check that multisample level is supported. Various shader fixes. 2015-03-08 02:57:08 +02:00
Lasse Öörni
b9278e0a94 Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. 2015-03-07 23:02:31 +02:00
Lasse Öörni
6112220b16 Cube maps, point light shadows & deferred / light prepass rendering on D3D11. 2015-03-05 23:32:16 +02:00
Lasse Öörni
8b49a21587 Fix shadow alpha mask shader. 2015-03-05 00:42:19 +02:00
Lasse Öörni
4542e38b73 Fix terrain shader on D3D11. 2015-03-05 00:32:25 +02:00
Lasse Öörni
17cf79ab82 D3D11 rendertarget and initial shadow (directional & spot light) support. Fix creating too many rasterizer states for depth bias by quantizing. Fix crash on exit if states failed to create. 2015-03-05 00:21:21 +02:00
Lasse Öörni
e919935abd Merge back D3D9 & D3D11 shaders using macros. Removed the "custom" constant buffer slot; rather allow to prevent the default material CB from being defined. 2015-03-02 03:39:21 +02:00
Lasse Öörni
73c847fbeb Separate D3D11 shaders as the compatibility mode did not sample eg. the light ramp texture correctly. 2015-03-01 19:14:56 +02:00
Lasse Öörni
d7a16d6713 Fix potential negative specular lighting. Fix recreating the sampler state when a texture has been reloaded. 2015-03-01 14:08:01 +02:00
Lasse Öörni
a1d1f08190 Split uniforms into constant buffers on D3D11. 2015-02-28 21:09:41 +02:00
Lasse Öörni
88080dad31 Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function. 2015-02-21 20:53:12 +02:00
Lasse Öörni
56f64c60b9 Texture unit refactoring. On desktop ensure continuous range of 8 material texture units, while mobile has 5. Material can define a volume (3D) texture in the volume unit (desktop only.) 2015-02-15 15:33:16 +02:00
aster2013
392efab9d7 Change GetIntensity, make it same to Color::Luma().[ci skip] 2015-02-04 13:26:41 +08:00
Yao Wei Tjong 姚伟忠
05a8b79fd2 Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00