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
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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
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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
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Improves the AoS 0.75 compatibility.
2016-11-06 22:15:37 +09:00
YVT
e9dad30f61
Fix #426
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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
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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