106 Commits

Author SHA1 Message Date
yvt
7a9a2c5d96
GL: Sample D-light texture in a uniform control flow
(Hopefully) fixes the artifact mentioned in #834.
2019-05-26 05:56:30 +09:00
yvt
31a153e711 Add "ghost" rendering
This commit adds new model rendering options
`ModelRenderParam::{ghost, opacity}`.

> Specifies that the model is not an actual object in the virtual world, 
> thus does not affect the shading of other objects and does not appear
> in a mirror.
> ...
> In exchange, it allows the use of an opacity value other than `1`.
2019-05-25 18:56:41 +09:00
yvt
831b25bc86
Fix shader compilation failure 2019-05-25 18:44:56 +09:00
yvt
51af48e98b
GL: Support emissive material 2019-05-25 16:24:46 +09:00
yvt
91ebbdb496 Fix artifact with spotlights 2019-05-05 23:09:03 +09:00
yvt
6bde199bea Do not use empty shaders
Some (old?) video drivers are unhappy about shaders containing no
executable lines and cause link errors.

This commit fixes #741.
2018-10-08 01:22:29 +09:00
yvt
6279c9e83c Visual adjustment 2017-02-18 22:50:03 +09:00
yvt
f7ef300314 Fix water shader 2017-01-20 00:30:51 +09:00
yvt
12e6aec41f Fix SSAO 2017-01-20 00:27:36 +09:00
yvt
54d9f41643 GLWaterRenderer: use EXT_texture_array to save texture units 2017-01-14 21:31:49 +09:00
yvt
140f9835ad SSAO: skip background 2017-01-11 22:39:21 +09:00
yvt
3d8067d4c7 Fix #532 2017-01-07 23:21:07 +09:00
yvt
09ec6be7e5 Improve SSAO quality 2017-01-04 04:26:23 +09:00
yvt
9d7837dac6 Update GI calculation 2017-01-04 04:04:29 +09:00
yvt
f9d93208ac Screen Space Ambient Occlusion 2017-01-01 17:30:13 +09:00
roboman2444
51474ad723 Added depth-only prepass for non-optimized 2016-12-31 00:30:37 -05:00
VelocityRa
bff5585058 Rename texture_ to mainTexture 2016-11-18 15:40:10 +02:00
VelocityRa
5fdb71eb49 Rename 'texture' GLSL occurences for max compatibility 2016-11-17 15:45:21 +02:00
Tomoaki Kawada
9777fb678d PBR shader: specular reflections from sky and nearby objects 2016-11-11 14:36:57 +09:00
Tomoaki Kawada
2bc2bcac26 Water shader: level 3
Screen-space reflections (hybrid w/planar reflections) & refractions!
2016-11-11 02:53:48 +09:00
YVT
e9a57d0545 Renamed an invalid identifier in CameraBlur.fs
In a response to #426.
2016-11-07 13:27:17 +09:00
Tomoaki Kawada
2db1a22f81 Better bloom effect 2016-11-07 01:37:15 +09:00
Tomoaki Kawada
2358f30ce2 Update shaders 2016-11-07 00:38:09 +09:00
Tomoaki Kawada
4047b613f1 Remove the vertical fog
Improves the AoS 0.75 compatibility.
2016-11-06 22:15:37 +09:00
YVT
e9dad30f61 Fix #426
Avoided the use of reserved identifiers
2016-11-06 13:07:27 +09:00
yvt
50abf954aa Modified DoF algorithm (use with r_depthOfField 2) 2015-06-21 15:48:12 +09:00
yvt
e7ff0a5b36 Renderer: High Quality DoF (/r_depthOfField 2) 2015-06-20 20:12:01 +09:00
yvt
19a327a077 Fixed auto-exposure to work on the certain AMD GPU 2015-06-20 19:55:52 +09:00
yvt
9d603fe5d9 HDR Renderer: gamma correction 2015-06-20 18:32:30 +09:00
yvt
1ca429ffba Renderer: desaturation is done before applying tone curve to reduce the loss of luminosity of overbright area 2015-06-20 18:32:16 +09:00
yvt
5ed05f711b Auto-exposure (r_hdrAutoExposure; enabled by default) 2015-06-20 18:30:54 +09:00
yvt
40f8be07c0 Realistic camera focal control mode
Set `cg_manualFocus` to `1` to use it. By default, mouse wheel adjusts the focal length, and pressing mouse wheel button enables auto-focus.
2015-06-20 17:10:26 +09:00
yvt
6b156b8e37 Smoother lens flare occlusion 2014-04-10 18:37:50 +09:00
yvt
f394e2945b Perfect map self-shadowing 2014-04-10 18:02:12 +09:00
yvt
2f04b767a1 work-around for water artifact when used with volumetric fog 2014-04-08 11:24:43 +09:00
yvt
dbf44b156b Reduce HDR glitch and post-filter tuning 2014-04-08 10:47:47 +09:00
yvt
063e6da800 tune lens filter 2014-04-08 10:27:26 +09:00
yvt
9c385db792 Linear rendering pipeline (HDR only) 2014-04-08 03:36:07 +09:00
yvt
3a77394cbc Reduce HDR glitch 2014-04-08 02:45:31 +09:00
yvt
ae383516a9 Brightness of lens flare fixed (HDR) 2014-04-08 02:38:34 +09:00
yvt
ca932365a0 Reduce glitches in HDR caused by denormals 2014-04-08 02:30:54 +09:00
yvt
d15f0d77ef Restore highlights by tonal correction (HDR only) 2014-04-08 02:00:38 +09:00
yvt
ae11775ee7 Tune effects 2014-04-08 01:46:08 +09:00
yvt
01e4ebad7c Updated BasicImage.fs to write gl_FragColor in the last statement
This is known as work-around for some GLSL related driver bugs.
2014-04-07 18:29:02 +09:00
yvt
d34d1e59f3 Eliminated divide operations in BasicImage.vs 2014-04-07 18:27:06 +09:00
yvt
9c751b3c1b Restore lens effect 2014-04-04 17:47:38 +09:00
yvt
516fcee360 Smoother soft sprite 2014-03-23 22:48:16 +09:00
yvt
fd1b546606 Attempt to solve #116 2014-03-19 21:28:27 +09:00
yvt
e93af5d01a Fixed #144 2014-03-03 14:42:46 +09:00
yvt
c0b8e6d783 Micro-optimization and unneeded code removal 2014-02-04 00:04:27 +09:00