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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b6889b68df
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In DeferredHWDepth renderpath, clear albedo rendertarget explicitly to prevent ghosting bugs from previous frames in case stencil is not available.
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2015-05-10 15:09:42 +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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9c226e2c3c
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Added pure diffuse vertexcolor & notexture vertexcolor techniques.
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2015-05-08 11:03:44 +03:00 |
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Lasse Öörni
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f4b5ead164
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On D3D11 & OpenGL3, convert luminance & luminance-alpha textures to RGBA on upload. Revert RampGenerator & Spot/SpotWide texture changes to use RGB format. Closes #718.
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2015-05-06 17:23:10 +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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