Lasse Öörni
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77cabf9bff
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Remove "PS" from Roughness & Metallic uniform names.
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2016-07-25 01:39:15 +03:00 |
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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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dfd8939840
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Squashed commit of the following:
commit 5de699c5399847dfad99a58323590f88436e1f68
Merge: d80b1d9 97c5fbf
Author: dragonCASTjosh <NUT13000804@students.wnc.ac.uk>
Date: Sun Jul 24 18:28:50 2016 +0100
Merge pull request #4 from hdunderscore/tweaks2
Tweaks2
commit 97c5fbfe515a1c1ae86b059d86694a9f2c053ce6
Author: hdunderscore <hdunderscore@gmail.com>
Date: Sun Jul 24 22:50:11 2016 +1000
- Removed inconsistency with roughness input.
- Switched to a different mip map selection method for the IBL.
- Extended the angelscript PBR sample to include a slider for ambient HDR scaling.
- Removed an extra diffuse factor in lighting output.
commit d80b1d9b3c00a04e837324af1546f407311803fd
Merge: 53603fd 7f77574
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Fri Jul 22 23:00:59 2016 +0100
Merge branch 'pulls/2'
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Merge: 53603fd b339da6
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Fri Jul 22 22:57:26 2016 +0100
Tweaks
# Conflicts:
# bin/CoreData/Shaders/GLSL/Lighting.glsl
# bin/CoreData/Shaders/HLSL/Lighting.hlsl
# bin/Data/Scenes/PBRExample.xml
commit 53603fd7165fb90c485d6fd85e2d4c41e3e86213
Merge: f88b484 a21746f
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Wed Jul 20 22:52:41 2016 +0100
Merge remote-tracking branch 'origin/master'
commit f88b48441965d5dbcee8667282e879c93bc31577
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Wed Jul 20 22:49:43 2016 +0100
Fixed Inverse Square falloff and correction mistake with output color
commit a21746f5e2b540e4dae952e181d000dd8e8101f4
Merge: 89688e8 c33f75a
Author: dragonCASTjosh <NUT13000804@students.wnc.ac.uk>
Date: Wed Jul 20 22:28:17 2016 +0100
Merge pull request #3 from 1vanK/master
Modify PBR example
commit c33f75a78369760ace1f817e9c8ed288a0418a30
Author: 1vanK <1vanK@users.noreply.github.com>
Date: Thu Jul 21 00:16:05 2016 +0300
Labels
commit efa757e0ee39daf4a4e03714828677e79ae5e4e2
Author: 1vanK <1vanK@users.noreply.github.com>
Date: Wed Jul 20 17:14:06 2016 +0300
Dynamic material in PBR example
commit b339da6fc992e49d1e4139d836654c8ce6befa24
Author: hdunderscore <hdunderscore@gmail.com>
Date: Thu Jul 21 00:09:47 2016 +1000
- Adjusted light falloff.
- Enabled HDR rendering in PBRMaterials.cpp
commit b233da5ccad3c1898a1f459bbc59459be525a16f
Author: 1vanK <1vanK@users.noreply.github.com>
Date: Wed Jul 20 14:25:59 2016 +0300
Remove unnecessary texture
commit ede652fcf39135350725c7eda5c6c9324ffb0c0a
Author: hdunderscore <hdunderscore@gmail.com>
Date: Wed Jul 20 15:49:27 2016 +1000
Added missing xml's.
commit fd1b187f09f4478bd32375e4ca13900b6ec59f49
Author: hdunderscore <hdunderscore@gmail.com>
Date: Wed Jul 20 15:13:47 2016 +1000
Minor fix to diffuse ibl calculation.
commit 1cee2d27e8abd69fe6f77d41e2a0d27dcac8624b
Author: hdunderscore <hdunderscore@gmail.com>
Date: Wed Jul 20 10:55:58 2016 +1000
Changed the hdr scaling to be more versatile.
commit 35623b758b1e199116b1ba9594afeb3d1ecef7ba
Author: hdunderscore <hdunderscore@gmail.com>
Date: Wed Jul 20 09:27:46 2016 +1000
- Fixed gamma correction
- Added fake hdr to IBL and skybox which can be controlled via the zone ambient colour alpha channel.
commit 89688e81424eea030e5329cbd9d59b094ee02183
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Tue Jul 19 21:17:30 2016 +0100
Renived unlicenced files
commit 70f39b0a40b50f317aef101ce29950185a2ee7e3
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Tue Jul 19 14:21:38 2016 +0100
Removed gamma correction from PBR demo
commit 451f45c4d2ed360179640af31eabdf74b3673c6f
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Tue Jul 19 14:20:32 2016 +0100
Added legacy BRDF for GL
commit 87316006297df9dda94178f7ab81f663862553a8
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Tue Jul 19 14:17:02 2016 +0100
Added diffuse ibl and legacy features
commit 9f0fb0eaca4a53e49caf65661edfb9d85fe1b880
Merge: 1883a4c 4230e43
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Tue Jul 19 10:36:08 2016 +0100
Merge remote-tracking branch 'origin/master'
commit 1883a4c42f228306dd723098869281a7025b5987
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Tue Jul 19 10:34:47 2016 +0100
Changed model on the demo scene
commit 4230e4328d6ef47808a85f1b231f5116d8b99437
Merge: 900f203 607ab5c
Author: dragonCASTjosh <NUT13000804@students.wnc.ac.uk>
Date: Tue Jul 19 00:07:17 2016 +0100
Merge pull request #1 from Modanung/typo-fix
Changed n to m in PBR example scene
commit 607ab5c414749f3d2dd85f2b7c441525b94a8fa3
Author: Frode Lindeijer <frode@lindeijer.nl>
Date: Tue Jul 19 00:41:34 2016 +0200
Changed n to m in PBR example scene
commit 900f20316da833868e6274aa7e7de01502a2a357
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Mon Jul 18 22:19:17 2016 +0100
Fixed reverted changes
commit 49cc201a1e0956db82b1103d23b3a4059cacd374
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Mon Jul 18 21:58:36 2016 +0100
PBR Rewrite
commit 262e18c71c08a5bade990f6ead0fd356732c38ee
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Mon Jul 18 21:48:28 2016 +0100
Complete rewrite of PBR
commit b97469b2ab73deca0613d1963500f223a5956bf9
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Sun Jul 17 09:49:52 2016 +0100
Dissabled nolonger needed post processed gamma correction
commit 6e4ec5b4cdaba58678a21b8a90138eb2b8a5e9d4
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Sun Jul 17 09:48:53 2016 +0100
Fixed rendering issue in DirectX
commit fd57ed2bea5caad1fff65e35abfe65b227ddb13a
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Sat Jul 16 21:39:48 2016 +0100
Fixed Spelling errors
commit 3dad639d48aee0d4d3a17ecd8d35f732b796d938
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Sat Jul 16 21:35:09 2016 +0100
Made GGX distrabution physically correct
commit ffda95b2df1e042d8cef611add06989c5a0fd862
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Sat Jul 16 21:20:20 2016 +0100
Removed redundent textures
commit 283f389951b0e29a2f3a6b445dfc3cab0e59920c
Merge: 7bbb0f6 ca6d6e5
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Sat Jul 16 19:34:26 2016 +0100
Merge branch 'master' of https://github.com/urho3d/Urho3D
commit 7bbb0f68bb1c8f0fa5ccf39475a5997e82c18b62
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Sat Jul 16 18:57:49 2016 +0100
PBR Gamma correctoin, and small prefernace changes to the demo scene
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2016-07-25 00:54:21 +03:00 |
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Lasse Öörni
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ccf1abec81
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Cleanup cameraPos function parameter from GLSL directional billboard code. Fix directional billboard face camera rotation calculation when billboards are in model space (relative to node). Related to #1471.
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2016-07-15 22:23:38 +03:00 |
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Yusuf Umar
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b24bcb8928
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No longer need to passing camera position to direction billboard vertex buffer because Urho3D already has default uniform to do the job.
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2016-07-13 18:54:18 +07:00 |
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Yusuf Umar
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f9e65027e3
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Implementing RibbonTrail
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2016-06-15 21:14:58 +03:00 |
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Lasse Öörni
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ed048b7293
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Transmit shadow position to GetShadow() as highp to fix remaining shadow accuracy issue on Android.
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2016-06-08 22:50:49 +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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c98d52c0a3
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Prefer to put the instance transform before output variables.
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2016-06-06 22:26:37 +03:00 |
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Sergey Bosko
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683ebbdc08
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Fix instancing for HLSL water shader
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2016-06-06 12:02:59 +02:00 |
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Lasse Öörni
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f908fa4cfd
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Fix normal offset GLSL code for GLES. Set default mobile multiplier for normal offset to 2.
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2016-05-07 20:20:44 +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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7160a0ab7c
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Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL.
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2016-05-07 20:20:42 +03:00 |
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Lasse Öörni
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2151426adc
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Use proper world space in deferred light shaders. This allows the cLightPos uniform and shadow matrices to behave the same in all passes (simplifies code.) Closes #1335.
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2016-04-23 01:35:41 +03:00 |
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Lasse Öörni
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ed8740428c
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Remove cCameraRot uniform. Instead derive from cViewInv as necessary. Closes #1163.
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2016-04-19 23:18:07 +03:00 |
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Lasse Öörni
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88acae8c77
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Fix instancing texcoord in the PBR HLSL shader.
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2016-04-18 22:47:34 +03:00 |
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Lasse Öörni
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c003af1114
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Merge branch 'master' into vertexdeclaration
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2016-04-18 22:34:00 +03:00 |
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hdunderscore
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310252fa25
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Re-ordered the deferred g-buffer to allow GL3 to receive the material roughness.
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2016-04-18 16:53:37 +10:00 |
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hdunderscore
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42cbca8b26
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Fix an issue in the PBR shaders that was causing noise.
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2016-04-17 12:26:43 +10:00 |
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hdunderscore
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ede6383c27
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Reduced an artifact in the PBR IBL shader, simplified the code, renamed PBRFAST to IBLFAST and reduced unnecessary iterations when IBLFAST is defined.
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2016-04-17 11:19:38 +10:00 |
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Lasse Öörni
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b5489bdf9b
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Fix second texcoord input attribute in the PBRLitSolid.glsl shader to conform with the new vertex semantic system.
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2016-04-16 15:20:25 +03:00 |
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Lasse Öörni
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19f3b0f120
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Merge branch 'master' into vertexdeclaration
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2016-04-16 14:58:30 +03:00 |
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Lasse Öörni
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2e44b0b350
|
Squashed commit of the following:
commit 8197605c1c6c660c71727db8472bf9a9ac2ae76d
Author: Lasse Öörni <loorni@gmail.com>
Date: Thu Apr 14 23:55:05 2016 +0300
Convert cubemap to DDS.
commit a06cf912e3a106f66137241722c7fd49c1805e2b
Author: Lasse Öörni <loorni@gmail.com>
Date: Thu Apr 14 23:42:56 2016 +0300
Fix D3D11 crash if trying to assign color texture as a depth stencil or vice versa. Remove mistaken assignment of the 4th rendertarget output from PBRDeferredHWDepth.xml.
commit de765127b10c8cef45689fd8117875930af7031a
Author: Lasse Öörni <loorni@gmail.com>
Date: Thu Apr 14 23:17:37 2016 +0300
Add possibility to configure default material technique in Renderer.
commit d876a081932f423a42adcc1371a6fac622e8d585
Author: Lasse Öörni <loorni@gmail.com>
Date: Thu Apr 14 23:10:32 2016 +0300
Refer to Utilities/Rotator.as script in the PBR scene.
commit 9e4078c9a1cfa4be040a523d3b51aaf55a332c40
Author: Lasse Öörni <loorni@gmail.com>
Date: Thu Apr 14 23:06:00 2016 +0300
Readd deleted Flare.dds.
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Author: Lasse Öörni <loorni@gmail.com>
Date: Thu Apr 14 22:31:04 2016 +0300
Remove NinjaSnowWar copypasta.
commit 745937646f3638a208e58c3cce76df7afbab8416
Author: Lasse Öörni <loorni@gmail.com>
Date: Thu Apr 14 22:11:28 2016 +0300
Separate skybox2 material. Remove unused materials. Fix typo in material name.
commit 258d0325d4bed282f28d8ec8364ee64700e4f025
Author: Lasse Öörni <loorni@gmail.com>
Date: Thu Apr 14 22:04:48 2016 +0300
Squashed commit of the following:
commit a329abe9a2a0f77dcb415bafd15c6e309261e7cc
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Thu Apr 14 15:08:26 2016 +0100
removed white space
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Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Thu Apr 14 15:06:36 2016 +0100
Updated Licence
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Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Thu Apr 14 15:03:57 2016 +0100
Converted texture formats
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Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Thu Apr 14 14:55:31 2016 +0100
Updated Licence
commit ecc288b3cbc046a678bbc2d0df408b2f29220b30
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Wed Apr 13 00:02:34 2016 +0100
Added basic licence
commit ce34c0496e80043e3e79f4273468a66463ed13cb
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Tue Apr 12 14:00:52 2016 +0100
Cleaned Up Data and Reverted Default Technique
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Merge: 53c53ae d009f11
Author: dragonCASTjosh <NUT13000804@students.wnc.ac.uk>
Date: Sat Apr 9 11:10:30 2016 +0100
Merge pull request #11 from hdunderscore/typoFix_Metallic
Fix metallic typo
commit 53c53aec4c1d935b31cbc0ce5eac93faaa5b9f89
Merge: 851487e 9c1d728
Author: dragonCASTjosh <NUT13000804@students.wnc.ac.uk>
Date: Sat Apr 9 11:08:17 2016 +0100
Merge pull request #10 from cosmy1/patch-10
Remove extra float casts
commit d009f11865dfdf9634fa9c297f2cc339164724de
Author: hdunderscore <hdunderscore@gmail.com>
Date: Sat Apr 9 15:07:44 2016 +1000
Fix metallic typo
commit 9c1d728be919a74dfee8973b146f312121daed9e
Author: cosmy1 <cosmy_rulezz@hotmail.it>
Date: Sat Apr 9 04:50:36 2016 +0200
Remove extra float casts
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Merge: 3142270 8edbae9
Author: dragonCASTjosh <NUT13000804@students.wnc.ac.uk>
Date: Fri Apr 8 19:32:06 2016 +0100
Merge pull request #9 from hdunderscore/PBRChangesR
Updates to IBL
commit 8edbae92c5e454727126c444b49075ef07e36ab8
Author: hdunderscore <hdunderscore@gmail.com>
Date: Fri Apr 8 20:01:33 2016 +1000
- Updated glsl shaders
- Fixed a potential bug with direct lighting.
- Introduced a new define 'PBRFAST' that will allow the IBL to take a short-cut for significantly higher frame-rate, but lower quality.
commit e63a5d4faedb22710f28dbfdff3705fdfb3b1d22
Author: hdunderscore <hdunderscore@gmail.com>
Date: Fri Apr 8 10:06:18 2016 +1000
Fixed a divide-by-zero in the CookTorranceBRDF, which was causing a visual issue in DX11.
commit 37d30d906c93ebb2e4165f91db5adc7e7893edc4
Author: hdunderscore <hdunderscore@gmail.com>
Date: Fri Apr 8 00:30:26 2016 +1000
Fixed specular IBL energy conservation.
commit 4643342079dce76c3b26ac101745e49cabad7b68
Author: hdunderscore <hdunderscore@gmail.com>
Date: Thu Apr 7 21:27:16 2016 +1000
- Exposed tangents and bi-tangents to the IBL.
- Removed unused calculations in deferred first pass.
- Added a simpler image sampling calculation.
commit b7ea9b89fe455d8e9c62fc3a1dd441a8860c9708
Author: hdunderscore <hdunderscore@gmail.com>
Date: Wed Apr 6 22:44:09 2016 +1000
- Fixed a few errors in the BRDF functions
- Fixed the specular calculations
- Small code refactor to allow for more consistency and easier experimentation.
- Implemented the ImageSampling algorithm as described in Epic's 2013 paper, with improvements.
- Implemented a true working deferred renderer.
- Updated the concrete normal map (reversed the direction).
- Changed the sRGB setting of the diffuse textures and cubemap, to perform calculations in linear space.
- Added post-process effects to the PBR sample.
commit 314227053b26c6ba70d7de32b2c5894d60d25784
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Wed Apr 6 01:35:52 2016 +0100
Missing OpenGL changes (reverted from commit 4169cfca4abe7b23b5f2a84aa391992fe22e3a8b)
commit 9cd441c413f4742bca3889d3cdf9f2c290462e3d
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Wed Apr 6 01:27:42 2016 +0100
- Fix Metallic typo
- Fix HLSL specular metallic bug
- Fix indentation.
- Fix BRDF typo.
- Fix sample scene material to use normal maps.
- Revert IBL Importance sample to use Epic described method.
- Removed incorrect application of split sum on top of importance sample method.
- Added diffuse IBL calculation. (reverted from commit 143379cee9968588974879e1ce53123f45d8741a)
commit 143379cee9968588974879e1ce53123f45d8741a
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Wed Apr 6 01:10:37 2016 +0100
- Fix Metallic typo
- Fix HLSL specular metallic bug
- Fix indentation.
- Fix BRDF typo.
- Fix sample scene material to use normal maps.
- Revert IBL Importance sample to use Epic described method.
- Removed incorrect application of split sum on top of importance sample method.
- Added diffuse IBL calculation.
commit fbba0f389b571d0b3814254c16b05279bfd29a58
Merge: 4169cfc c9ba2ec
Author: dragonCASTjosh <NUT13000804@students.wnc.ac.uk>
Date: Tue Apr 5 14:03:40 2016 +0100
Merge pull request #5 from cosmy1/patch-6
Update BDRF.hlsl
commit 4169cfca4abe7b23b5f2a84aa391992fe22e3a8b
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Mon Apr 4 22:55:56 2016 +0100
Missing OpenGL changes
commit 62491b160cd356cdf4bc292815862fbdea2be22a
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Mon Apr 4 22:54:50 2016 +0100
Fixed OpenGL PBR
commit a453cfea1a061900c9de604b5d422d5915cf1712
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Mon Apr 4 02:37:53 2016 +0100
Fixed IBL function taking metallic
commit e33efba25b455a6c77679941c489619a02fa1098
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Mon Apr 4 02:35:28 2016 +0100
Improve IBL and fixed specular color
commit 4c7058f1c41bbed32c96df550cb93a14b17ec07d
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Apr 2 01:43:18 2016 +0100
Fixed HLSL
commit 9d095a14ac64e34fa2c016e4503b2b076e64b025
Merge: 2de2597 0a9ea24
Author: dragonCASTjosh <NUT13000804@students.wnc.ac.uk>
Date: Sun Apr 3 14:22:46 2016 +0100
Merge pull request #6 from cosmy1/patch-8
Update PBRExample.xml
commit 2de259781a588c80117744892083065fbe5bb5c8
Merge: 92ab68c 12bd826
Author: dragonCASTjosh <NUT13000804@students.wnc.ac.uk>
Date: Sat Apr 2 20:51:30 2016 +0100
Merge pull request #4 from cosmy1/patch-4
Update IBL.glsl
commit 92ab68ce3b94a092ad96d9cd0e577d1b7fedf61c
Merge: 295a23e e1f5ac2
Author: dragonCASTjosh <NUT13000804@students.wnc.ac.uk>
Date: Sat Apr 2 20:51:05 2016 +0100
Merge pull request #3 from cosmy1/patch-3
Update BRDF.glsl
commit 0a9ea24b6681bac8e3deab58081ee9462b6ada31
Author: cosmy1 <cosmy_rulezz@hotmail.it>
Date: Sat Apr 2 11:54:33 2016 +0200
Update PBRExample.xml
commit c9ba2ec10f34da559c6148cb0d8d9cbc2ca62ff0
Author: cosmy1 <cosmy_rulezz@hotmail.it>
Date: Sat Apr 2 11:50:30 2016 +0200
Update BDRF.hlsl
commit 12bd826c73092b8e96782c91b9cc7d925e77708f
Author: cosmy1 <cosmy_rulezz@hotmail.it>
Date: Sat Apr 2 11:47:29 2016 +0200
Update IBL.glsl
commit e1f5ac27606295bf81c07d3d46fda1dae6f191a7
Author: cosmy1 <cosmy_rulezz@hotmail.it>
Date: Sat Apr 2 11:43:37 2016 +0200
Update BRDF.glsl
commit 295a23e96f3dcdf05aac8d4e9057e8e6c67b3607
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Apr 2 00:19:01 2016 +0100
Updated Example
commit 9b105230ecd33082bb82a8963057d635ffbe41ac
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Apr 2 00:15:55 2016 +0100
Fixed IBL and indentation
commit 185d31b6a0af7d084e7305d783e407d354274cac
Merge: 6b7b5be dad5c04
Author: dragonCASTjosh <NUT13000804@students.wnc.ac.uk>
Date: Fri Apr 1 23:55:46 2016 +0100
Merge pull request #2 from cosmy1/patch-2
Update BRDF.glsl
commit dad5c042fc3272accbb9c26f2e17214ece66ebf8
Author: cosmy1 <cosmy_rulezz@hotmail.it>
Date: Sat Apr 2 00:39:35 2016 +0200
Update BRDF.glsl
commit 6b7b5bee9c56304aa92a4009d15282b6456d77c6
Merge: a5b6b93 c398e82
Author: dragonCASTjosh <NUT13000804@students.wnc.ac.uk>
Date: Fri Apr 1 23:34:40 2016 +0100
Merge pull request #1 from cosmy1/patch-1
Fix whitespaces in Material
commit c398e82153ac0d0ab2b29f61d4345d747be3d40c
Author: cosmy1 <cosmy_rulezz@hotmail.it>
Date: Sat Apr 2 00:33:27 2016 +0200
Fix whitespaces in Material
commit a5b6b93b96a053f304b7326b4fa3930d60195051
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Fri Apr 1 21:33:52 2016 +0100
fixed indentation
commit 5b402e75092e680975435384ecb8b0af0292139d
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Fri Apr 1 21:32:35 2016 +0100
Fixed issue with deletion of wrong values
commit 4ca39ec5bfb905621de8c80999cf640a8ad6d5e0
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Fri Apr 1 21:28:59 2016 +0100
removed nolonger needed licence
commit d2ab0f9a048d594d7115c41c2dbea2ce2d39e31b
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Fri Apr 1 21:28:18 2016 +0100
Improve PBR and moved forward PBR into new shader
commit cdaae6e2cf234f28cef90f244e2e24e6b7d0d915
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Fri Apr 1 21:26:57 2016 +0100
Removed remaining area lighting and fixed pbr in deferred rendering
commit 6fca9d3b98fc2cacea2a11129eb1fc69a7e2fd2f
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Fri Apr 1 13:19:48 2016 +0100
Replaced data folder with one from mater to avoid commit revert errors
commit 543c30f0b3b035df13ce09cc127117fb160bfe5f
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Thu Mar 31 20:52:47 2016 +0100
Complete PBR work
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2016-04-15 18:56:19 +08:00 |
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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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9fd22d3323
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Fix instance texture coordinate in HLSL shaders.
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2016-04-05 00:32:17 +03:00 |
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Lasse Öörni
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2eca6bf91f
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Use the OUTPOSITION convention in HLSL skydome shader.
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2016-01-22 13:56:30 +02:00 |
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Lasse Öörni
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934de0f75d
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Merge remote-tracking branch 'rasteron/master'
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2016-01-22 13:55:12 +02:00 |
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Lasse Öörni
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cd2c720352
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Fix uniform type in D3D11 constant buffer.
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2016-01-21 19:00:35 +02:00 |
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Lasse Öörni
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1e8335d5a4
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Merge remote-tracking branch 'hjmediastudios/AddViewMatrix'
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2016-01-21 18:38:36 +02:00 |
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rasteron
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6789580e18
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Added Skydome Shaders and Technique
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2016-01-21 16:52:25 +08:00 |
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Nick Royer
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150ddf86ca
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Added uniforms to shader
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2016-01-18 14:34:05 -06:00 |
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Yusuf Umar
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a8d9308abe
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Moving billboard rotate computation from CPU to GPU. Particle with direction should run faster now.
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2016-01-12 19:50:01 +07:00 |
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Yusuf Umar
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353c459e0d
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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'.
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2016-01-12 10:46:23 +07:00 |
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Lasse Öörni
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6d2853d81d
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Add 32-bit integer object index attribute for custom instancing schemes. May not work on GLES2 as it's using attribute index 13. Not supported on D3D9. Closes #1108.
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2015-12-22 18:55:40 +02:00 |
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Lasse Öörni
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6a3bbb8aab
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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.
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2015-12-18 14:22:24 +02:00 |
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Xavier Maupeu
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dbcfc9721e
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merge VSM shadow
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2015-12-17 23:04:48 +01:00 |
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Xavier Maupeu
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cf501d9585
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add functions in Renderer to set shadow softness and VSM shadow parameters
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2015-12-17 19:16:52 +01:00 |
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Xavier Maupeu
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b1beaf4ad1
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VSM works with point light and spot light in openGL
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2015-12-16 23:58:13 +01:00 |
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Xavier Maupeu
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33a278449b
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VSM works with point light and spot light in direct3d9
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2015-12-16 22:53:18 +01:00 |
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Lasse Öörni
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95f3cecc30
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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.
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2015-12-15 11:01:10 +02:00 |
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Xavier Maupeu
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9b48314d99
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update glsl lighting
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2015-12-05 17:12:28 +01:00 |
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Xavier Maupeu
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e636d44df9
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vsm implementaion for hlsl shaders
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2015-12-05 15:45:07 +01:00 |
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Xavier Maupeu
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45aa12c496
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VSM shadow map can be blurred
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2015-12-05 13:26:38 +01:00 |
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Xavier Maupeu
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2ac35e8a06
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update lighting shader for vsm
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2015-12-01 16:58:31 +01:00 |
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Xavier Maupeu
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78a85ff2c6
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simple VSM is working
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2015-11-29 11:26:36 +01:00 |
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Xavier Maupeu
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34c0d94208
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update shader for vsm
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2015-11-26 13:42:20 +01:00 |
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Xavier Maupeu
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4e41906157
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first modifications in order to integrate VSM shadow
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2015-11-26 10:13:27 +01:00 |
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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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e1cae7077f
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Ensure matching interpolator order with point lights, critical on D3D11. Closes #1048.
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2015-11-21 12:36:57 +02:00 |
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Lasse Öörni
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e6c75eb229
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Added TRANSLUCENT option to lighting, which takes absolute value of NdotL (only works in forward lighting.) Add example translucent techniques. Closes #1016.
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2015-11-13 17:21:13 +02:00 |
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Lasse Öörni
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92a080d68b
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Remove the GLES skybox fix as it was doing more harm than good. Closes #1011.
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2015-11-04 22:11:59 +02:00 |
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Lasse Öörni
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6e118d237f
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Unify naming of rendertargets between the Bloom & Blur postprocesses.
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2015-11-02 01:41:14 +02:00 |
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Jukka Jylänki
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fc0d427557
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Add support for GPU hardware instancing on Emscripten. In WebGL 1 it is exposed by the ANGLE_instanced_arrays ( https://www.khronos.org/registry/webgl/extensions/ANGLE_instanced_arrays/ ) extension, and in WebGL 2, it is enabled in core.
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2015-10-09 18:58:42 +03:00 |
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Lasse Öörni
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1d6a980136
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Prevent attempting to compile the ColorCorrection function (uses unsupported sampler3D) on GLES.
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2015-09-23 10:55:10 +03:00 |
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Lasse Öörni
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f59b6334ff
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Fixed Blur.hlsl from MonkeyFirst. Closes #899.
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2015-09-17 12:21:52 +03:00 |
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Lasse Öörni
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70b871ebfa
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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.
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2015-08-14 23:09:53 +03:00 |
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Lasse Öörni
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a626021d95
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Fixes for VS texture fetch on D3D11.
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2015-08-06 22:28:05 +03:00 |
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Lasse Öörni
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6f8ed55c0a
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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.
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2015-07-14 19:32:58 +03:00 |
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Mike3D
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84cb5abf0b
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Increased precision qualifiers to medium for better compatibility across mobile devices. Closes #763.
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2015-07-04 12:39:30 +02:00 |
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Lasse Öörni
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368cd56955
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Fix FXAA3 shader on OpenGL 3. Add non-deprecated aliases for texture2DLod in Samplers.glsl. Thanks to Gunnar Kriik.
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2015-06-14 01:55:55 +03:00 |
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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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c9bb360bf4
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Fix AutoExposure shader on D3D11. Closes #714.
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2015-05-04 21:26:52 +03:00 |
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Lasse Öörni
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aa65cedefd
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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.
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2015-04-29 20:09:18 +03:00 |
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Lasse Öörni
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b26b2c470b
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Fix Text shader non-SDF mode on OpenGL 3. Closes #685.
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2015-04-01 21:33:48 +03:00 |
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Lasse Öörni
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2961166acb
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Graphics code cleanup. Remove the GraphicsFeatures event, as now the features can not change during runtime. Move all OpenGL extensions checks to CheckFeatureSupport(). Fix an AMD GLSL compilation bug, which caused buggy 4-sample shadows.
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2015-03-31 23:06:09 +03:00 |
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Lasse Öörni
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73b0a8221a
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Fix illegal use of texture3D on OpenGL 3. Closes #683.
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2015-03-25 14:18:33 +02:00 |
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Lasse Öörni
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b8c7c59eca
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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.
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2015-03-21 23:22:08 +02:00 |
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Lasse Öörni
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81e6647b60
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Clean up OpenGL Graphics class code. Use core functions for instancing on OpenGL 3. Do not enable/disable texture targets on OpenGL 3. Removed the framebuffer aging mechanism; instead framebuffers are cleaned up on context loss (resolution change.) Disable OpenGL constant buffer use by default (from Uniforms.glsl) as they were found to be slower in practice.
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2015-03-21 01:56:38 +02:00 |
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Lasse Öörni
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040b6263f5
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Fix crash with null constant buffer slots.
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2015-03-18 20:54:21 +02:00 |
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Lasse Öörni
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2cefd437de
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Check if shader uses uniforms outside buffer and invalidate all parameter groups in that case, when switching shaders. Add define in Uniforms.glsl which allows to disable constant buffers on OpenGL 3, as using them may actually be slower.
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2015-03-18 10:27:46 +02:00 |
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Lasse Öörni
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0e5a05afc7
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OpenGL 3 constant buffer support.
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2015-03-18 02:40:28 +02:00 |
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Lasse Öörni
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992cbcc73f
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Fix GLSL deprecation warnings. OpenGL 3 clip plane support. Use R32F format on OpenGL 3 for deferred linear depth instead of manual RGB encoding & decoding.
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2015-03-17 01:01:11 +02:00 |
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Lasse Öörni
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07a75dc37b
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Initial OpenGL 3.2 support.
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2015-03-16 23:36:35 +02:00 |
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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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4e308f21c3
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3D textures on D3D11. Fixed the ColorCorrection shader.
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2015-03-08 20:16:15 +02:00 |
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Lasse Öörni
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72a153f1a3
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Fix Tonemap shader for D3D11.
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2015-03-08 16:23:23 +02:00 |
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Lasse Öörni
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871fc3abea
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Fix erroneous UI rendering after compiling the Text shader, by listing texcoord interpolator before color.
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2015-03-08 16:15:17 +02:00 |
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Lasse Öörni
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e106f1b389
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D3D11 clip plane support. Check that multisample level is supported. Various shader fixes.
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2015-03-08 02:57:08 +02:00 |
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Lasse Öörni
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b9278e0a94
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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.
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2015-03-07 23:02:31 +02:00 |
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Lasse Öörni
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6112220b16
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Cube maps, point light shadows & deferred / light prepass rendering on D3D11.
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2015-03-05 23:32:16 +02:00 |
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Lasse Öörni
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8b49a21587
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Fix shadow alpha mask shader.
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2015-03-05 00:42:19 +02:00 |
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Lasse Öörni
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4542e38b73
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Fix terrain shader on D3D11.
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2015-03-05 00:32:25 +02:00 |
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Lasse Öörni
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17cf79ab82
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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.
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2015-03-05 00:21:21 +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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73c847fbeb
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Separate D3D11 shaders as the compatibility mode did not sample eg. the light ramp texture correctly.
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2015-03-01 19:14:56 +02:00 |
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Lasse Öörni
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d7a16d6713
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Fix potential negative specular lighting. Fix recreating the sampler state when a texture has been reloaded.
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2015-03-01 14:08:01 +02:00 |
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Lasse Öörni
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a1d1f08190
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Split uniforms into constant buffers on D3D11.
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2015-02-28 21:09:41 +02:00 |
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Lasse Öörni
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88080dad31
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Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function.
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2015-02-21 20:53:12 +02:00 |
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Lasse Öörni
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56f64c60b9
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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.)
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2015-02-15 15:33:16 +02:00 |
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Lasse Öörni
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6be3b14855
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Merge branch 'master' into render-refactor
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2015-02-15 12:59:09 +02:00 |
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Lasse Öörni
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3f2f88441d
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Enable cascaded shadows on Emscripten.
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2015-02-14 23:30:22 +02:00 |
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Chris Friesen
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57eeeb84b1
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Fix terrain shader in chrome by explicitly setting precision
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2015-02-13 21:31:59 +08:00 |
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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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aster2013
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392efab9d7
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Change GetIntensity, make it same to Color::Luma().[ci skip]
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2015-02-04 13:26:41 +08:00 |
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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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