19 Commits

Author SHA1 Message Date
yvt
9e3e9f86d2 Physically based lighting now uses more accurate (but slow) techniques 2013-09-04 15:57:35 +09:00
yvt
55ba522445 Added color correction (tone mapping) 2013-09-04 15:26:38 +09:00
yvt
06d7595715 Physically modelled lighting for map rendering 2013-09-04 15:00:04 +09:00
yvt
7eba253abd * Texture Anisotropy
* Water 2
2013-09-02 19:35:14 +09:00
yvt
88041f3b33 Long Sprite 2013-08-30 21:05:51 +09:00
yvt
1eb8170f85 Hemisphere-like lighting and some adjustment 2013-08-30 00:37:45 +09:00
yvt
f0d34ef494 added GPLv3 header 2013-08-29 11:45:22 +09:00
yvt
31f832d5a2 Water shader now supports NV40/NV30 (ex. GeForce FX/6/7) by reducing varying variables 2013-08-27 19:48:25 +09:00
yvt
e73f5bdc8f Improve radiosity's color precision to 30bit 2013-08-25 02:38:07 +09:00
yvt
ad90027e75 Added Volumetric Fog Debug Mode (shows sampling count by colour) 2013-08-24 04:00:35 +09:00
yvt
7792c767db Faster Volumetric Fog 2013-08-23 21:33:28 +09:00
yvt
fbf864d2c8 Uses uniform instead of attribute in PassThrough.vs 2013-08-22 23:45:35 +09:00
yvt
be105fe53e fixed fog compatibility issue 2013-08-22 23:27:26 +09:00
yvt
68b720fc62 FXAA 2013-08-22 22:39:39 +09:00
yvt
0dd6c14507 disabled soft map shadow due to quality issue 2013-08-22 22:05:30 +09:00
yvt
9d98bd0f29 lens flare 2013-08-22 21:21:52 +09:00
yvt
5a287b9cce Added volumetric fog 2013-08-22 20:02:17 +09:00
yvt
661401cd39 Added DS_Store to gitignore 2013-08-18 16:27:13 +09:00
yvt
931be8cf09 From pre-0.0.3 source code 2013-08-18 16:18:06 +09:00