Commit History

Author SHA1 Message Date
  Lasse Öörni 6bfcc28010 Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows. 11 years ago
  Lasse Öörni 1418fb7e83 Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders. 11 years ago
  Lasse Öörni c3425334a3 Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276. 11 years ago
  primitivewaste d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
  Lasse Öörni 7de753e08c Add material emissive color in LitSolid shader also when not using emissive map. Default material emissive color back to zero. 12 years ago
  Lasse Öörni d113be3bb2 Added ambient occlusion LitSolid permutations. These read the emissive texture and use the second texcoord, like lightmapped permutations. Closes #79. 12 years ago
  Lasse Öörni 5046508a9a Added emissive shader variations to LitSolid shader. Default emissive modulation color to white, similar to environment map color. 12 years ago
  Lasse Öörni ba1eb8ef11 Added lightmapped LitSolid shader variation. 12 years ago
  Lasse Öörni 7c61b098bf Fixed forward lit spotlight shadows on OpenGL. 13 years ago
  Lasse Öörni 9db9049e72 Calculate environment map reflection per pixel. Perturb reflection with normal map. 13 years ago
  Lasse Öörni e64d64034e Added cubic environment mapping shaders, techniques & example materials. 13 years ago
  Lasse Öörni 4eb7aca7d4 Disabled specular from too complex SM2 shaders. 13 years ago
  Lasse Öörni 196c2158b8 Cleaned up diffuse lighting shader code. 13 years ago
  Lasse Öörni e0a0b184e6 Shadow code cleanup in shaders. 13 years ago
  Lasse Öörni 30c21a3789 Added terrain blend shader and terrain example. 13 years ago
  Lasse Öörni 89bc2e3a39 Moved GetShadowFade() into GetDirShadow() in the HLSL shaders. 13 years ago
  Lasse Öörni e8d549ef7e Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. 13 years ago