Lasse Öörni
|
d7cf72563c
Fix recent shader change for GLES.
|
9 years ago |
Lasse Öörni
|
b8d55583f7
Squashed commit of the following:
|
9 years ago |
Lasse Öörni
|
08b083b323
Tightening of shadow related function signatures on GLES. Related to #1607.
|
9 years ago |
Lasse Öörni
|
97eba580b5
Fix implicit conversion in normal offset shadow calculations. Closes #1586.
|
9 years ago |
Lasse Öörni
|
06b0dbba76
Fix compile errors in PBR shaders on GLES. Fix mismatches in PBR techniques where IBL compile define would be present for pixel shader but not vertex shader (causes shader linking error)
|
9 years ago |
Lasse Öörni
|
dfd8939840
Squashed commit of the following:
|
9 years ago |
Lasse Öörni
|
ed048b7293
Transmit shadow position to GetShadow() as highp to fix remaining shadow accuracy issue on Android.
|
9 years ago |
Lasse Öörni
|
f908fa4cfd
Fix normal offset GLSL code for GLES. Set default mobile multiplier for normal offset to 2.
|
9 years ago |
Lasse Öörni
|
a123794886
Normal offset support in GLSL. Fix deferred specular in GLSL.
|
9 years ago |
Lasse Öörni
|
6a3bbb8aab
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.
|
10 years ago |
Xavier Maupeu
|
cf501d9585
add functions in Renderer to set shadow softness and VSM shadow parameters
|
10 years ago |
Xavier Maupeu
|
b1beaf4ad1
VSM works with point light and spot light in openGL
|
10 years ago |
Xavier Maupeu
|
9b48314d99
update glsl lighting
|
10 years ago |
Xavier Maupeu
|
2ac35e8a06
update lighting shader for vsm
|
10 years ago |
Xavier Maupeu
|
78a85ff2c6
simple VSM is working
|
10 years ago |
Xavier Maupeu
|
34c0d94208
update shader for vsm
|
10 years ago |
Xavier Maupeu
|
4e41906157
first modifications in order to integrate VSM shadow
|
10 years ago |
Lasse Öörni
|
e6c75eb229
Added TRANSLUCENT option to lighting, which takes absolute value of NdotL (only works in forward lighting.) Add example translucent techniques. Closes #1016.
|
10 years ago |
Lasse Öörni
|
2961166acb
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.
|
10 years ago |
Lasse Öörni
|
07a75dc37b
Initial OpenGL 3.2 support.
|
10 years ago |
Lasse Öörni
|
6be3b14855
Merge branch 'master' into render-refactor
|
10 years ago |
Lasse Öörni
|
3f2f88441d
Enable cascaded shadows on Emscripten.
|
11 years ago |
Lasse Öörni
|
b96f47db61
Change order of matrix multiplies in GLSL to eliminate need to transpose matrix uniforms and make the order consistent with skinned & instanced rendering.
|
11 years ago |
aster2013
|
392efab9d7
Change GetIntensity, make it same to Color::Luma().[ci skip]
|
11 years ago |
Yao Wei Tjong 姚伟忠
|
05a8b79fd2
Rename "Bin" subdir to "bin".
|
11 years ago |