yvt
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9e3e9f86d2
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Physically based lighting now uses more accurate (but slow) techniques
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2013-09-04 15:57:35 +09:00 |
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yvt
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55ba522445
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Added color correction (tone mapping)
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2013-09-04 15:26:38 +09:00 |
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yvt
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06d7595715
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Physically modelled lighting for map rendering
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2013-09-04 15:00:04 +09:00 |
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yvt
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7eba253abd
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* Texture Anisotropy
* Water 2
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2013-09-02 19:35:14 +09:00 |
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yvt
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88041f3b33
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Long Sprite
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2013-08-30 21:05:51 +09:00 |
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yvt
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1eb8170f85
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Hemisphere-like lighting and some adjustment
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2013-08-30 00:37:45 +09:00 |
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yvt
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f0d34ef494
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added GPLv3 header
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2013-08-29 11:45:22 +09:00 |
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yvt
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31f832d5a2
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Water shader now supports NV40/NV30 (ex. GeForce FX/6/7) by reducing varying variables
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2013-08-27 19:48:25 +09:00 |
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yvt
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e73f5bdc8f
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Improve radiosity's color precision to 30bit
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2013-08-25 02:38:07 +09:00 |
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yvt
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ad90027e75
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Added Volumetric Fog Debug Mode (shows sampling count by colour)
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2013-08-24 04:00:35 +09:00 |
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yvt
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7792c767db
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Faster Volumetric Fog
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2013-08-23 21:33:28 +09:00 |
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yvt
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fbf864d2c8
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Uses uniform instead of attribute in PassThrough.vs
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2013-08-22 23:45:35 +09:00 |
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yvt
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be105fe53e
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fixed fog compatibility issue
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2013-08-22 23:27:26 +09:00 |
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yvt
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68b720fc62
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FXAA
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2013-08-22 22:39:39 +09:00 |
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yvt
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0dd6c14507
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disabled soft map shadow due to quality issue
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2013-08-22 22:05:30 +09:00 |
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yvt
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9d98bd0f29
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lens flare
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2013-08-22 21:21:52 +09:00 |
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yvt
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5a287b9cce
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Added volumetric fog
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2013-08-22 20:02:17 +09:00 |
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yvt
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661401cd39
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Added DS_Store to gitignore
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2013-08-18 16:27:13 +09:00 |
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yvt
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931be8cf09
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From pre-0.0.3 source code
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2013-08-18 16:18:06 +09:00 |
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