Commit History

Author SHA1 Message Date
  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
  Lasse Öörni caf080ecbb Initial refactoring of Direct3D9 shaders. ShaderCompiler removed. Bytecode not cached into files yet. 12 years ago
  primitivewaste d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
  Lasse Öörni 42ae752d2d Allow BillboardSet / ParticleEmitter to choose whether billboards should face the camera or follow the node orientation. Closes #22. 12 years ago
  Lasse Öörni 6325520ef3 Include large vertex shader array uniforms only when needed. 12 years ago
  Lasse Öörni 2ae05de8ca Added elapsed time accumulation to Scene. 13 years ago
  Lasse Öörni 7c61b098bf Fixed forward lit spotlight shadows on OpenGL. 13 years ago
  Lasse Öörni e8d549ef7e Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. 13 years ago
  Lasse Öörni 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. 13 years ago