Lasse Öörni
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f1cb469a34
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Fix getting world-space tangent for billboards. Closes #1678.
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2016-11-09 22:57:34 +02:00 |
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Lasse Öörni
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6ca0aafd27
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Use cAmbientColor.rgb where necessary.
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2016-07-25 01:31:51 +03:00 |
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Lasse Öörni
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f36abeb57c
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Force highp for shadow related samplers, uniforms & varyings on GLES for better shadows on iOS. Note: may be incompatible for some mobile GPU's that don't support highp at all.
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2016-06-08 21:30:31 +03:00 |
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Lasse Öörni
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a123794886
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Normal offset support in GLSL. Fix deferred specular in GLSL.
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2016-05-07 20:20:43 +03:00 |
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Lasse Öörni
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8215c42e37
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OpenGL arbitrary vertex attributes. Change GLSL attribute indexing to zero-based to match HLSL, so the second texcoord (lightmaps, billboard sizes) is now called texCoord1, and instancing texcoords are texCoord4,5,6.
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2016-04-07 00:32:41 +03:00 |
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Lasse Öörni
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d13addbbd7
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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.
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2015-11-23 13:49:00 +02:00 |
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Lasse Öörni
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2a34d35dec
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Added missing vertex color variation to the LitSolid shaders.
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2015-05-08 12:41:59 +03:00 |
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Lasse Öörni
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3759570319
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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.
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2015-03-12 21:25:42 +02:00 |
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Lasse Öörni
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e919935abd
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Merge back D3D9 & D3D11 shaders using macros. Removed the "custom" constant buffer slot; rather allow to prevent the default material CB from being defined.
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2015-03-02 03:39:21 +02:00 |
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Lasse Öörni
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b96f47db61
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Change order of matrix multiplies in GLSL to eliminate need to transpose matrix uniforms and make the order consistent with skinned & instanced rendering.
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2015-02-12 00:05:32 +02:00 |
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Yao Wei Tjong 姚伟忠
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05a8b79fd2
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
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