Lasse Öörni
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e82b3d53a1
Added support for zones defining a texture (either cube or 3D), that will be available in pixel shaders when rendering objects inside the zone.
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11 years ago |
Lasse Öörni
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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.
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11 years ago |
Lasse Öörni
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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.
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11 years ago |
Lasse Öörni
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caf080ecbb
Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet.
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12 years ago |
primitivewaste
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 years ago |
Lasse Öörni
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fbe4591414
Fixed missing range expansion from unpacked normal maps.
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13 years ago |
Lasse Öörni
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570c48c5cf
Allow to use RGB normal maps. Different material techniques are used for xGxR normal maps.
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13 years ago |
Lasse Öörni
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ffe65cf885
Transition to xml-defined rendering path. Pass names changed. Likely caused a large number of regressions to postprocessing, texture rendering & multisampling, which need to be sorted out. The renderpath feature also needs to be documented.
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13 years ago |
Lasse Öörni
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7c61b098bf
Fixed forward lit spotlight shadows on OpenGL.
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13 years ago |
Lasse Öörni
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5507b006be
Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders.
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13 years ago |