Zack Middleton
93abc60a5b
OpenGL2: Fix applying tcMod turb
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Shader stage tcMods for matrix and turb effects need to be applied in
order for turb to be correct and all tcMod turb need to be applied
instead of only the last one.
Quake 3's textures/liquids/slime1 had tcMod turb and then tcMod scale.
OpenGL2 applied the matrix first and then turb which had the wrong result.
2024-01-18 03:16:39 -05:00
James Canete
bc8737d707
OpenGL2: Flip normals for backfacing triangles.
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https://github.com/ioquake/ioq3/issues/513
2021-07-20 13:51:19 -07:00
James Canete
b8be5a8bd7
Fix line not removed in previous commit.
2021-07-06 00:18:06 -07:00
James Canete
69ec389335
Add r_parallaxMapOffset.
2021-07-05 21:59:20 -07:00
James Canete
66cb20a7f3
Add epsilon to avoid division by zero in CalcSpecular().
2021-07-05 21:50:39 -07:00
Zack Middleton
9b4dcc809e
OpenGL2: Fix compiling lightall GLSL on OpenGL 2.1
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textureCubeLod() requires OpenGL 3.0 / GLSL 1.30. Added in
2018-12-21 commit e5da13f146
"OpenGL2: r_cubemapping 2 for box cubemap parallax."
Report by brugal and Simon McVittie.
Bug-Debian: https://bugs.debian.org/923226
2019-04-15 23:40:32 -05:00
James Canete
d068e1dce1
Add r_parallaxMapShadows.
2019-02-06 01:10:42 -08:00
James Canete
e5da13f146
OpenGL2: r_cubemapping 2 for box cubemap parallax.
2018-12-21 19:53:18 -08:00
Zack Middleton
11337c9fa2
OpenGL2: Add GPU vertex skinning for IQM models
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Using GPU vertex skinning is significantly faster than CPU vertex
skinning. Especially since OpenGL2 has to run R_VaoPackNormal() and
R_VaoPackTangent() each vertex each frame which causes CPU vertex
skinning to be significantly slower than OpenGL1 renderer.
2018-07-27 17:40:25 -05:00
Zack Middleton
39e2113c73
OpenGL2: Misc fixes and cleanup
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Fix two constants in GLSL shaders. Remove f suffix from float and fix
int to float assignment. They were causing shader compile errors in
OpenGL ES 2 context.
Remove disabling clip plane. Clip plane is unused and never enabled in
the opengl2 renderer. Remove disabling it to avoid causing a GL error
when using OpenGL 3.2 core profile or OpenGL ES.
Make VAO cache vertex stride be size of srfVert_t since that is what
is uploaded to the GPU. No behavior change. There is a disabled debug
id in srfVert_t though which if enabled changes srfVert_t size.
2018-07-20 23:40:35 -05:00
SmileTheory
c0c45d325d
OpenGL2: Readd r_deluxeSpecular.
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https://github.com/ioquake/ioq3/issues/369
2018-05-14 18:30:59 -07:00
SmileTheory
356ae10ef6
OpenGL2: Don't use initialized arrays in glsl shaders.
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Unsupported in GLSL 1.20 (Mac OS X 10.6)
2017-07-24 16:29:04 -07:00
SmileTheory
6f1712dafe
OpenGL2: "Fix" cg_shadows 4.
2017-07-14 16:15:02 -07:00
SmileTheory
d549b642bc
OpenGL2: Use an OpenGL 3.2 core context if available.
2017-07-13 12:03:10 -07:00
SmileTheory
f7711a8119
OpenGL2: Add more ambient to lightmapped materials.
2016-10-27 02:12:32 -07:00
SmileTheory
8749d62bbd
OpenGL2: Remove per fragment tangent space calculation code.
2016-09-14 03:57:51 -07:00
SmileTheory
a40588c8b9
OpenGL2: Set cubemap mip selection to match output from ggxcc.
2016-06-08 03:36:15 -07:00
SmileTheory
1f6703821f
OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader.
2016-04-05 02:37:05 -07:00
SmileTheory
f911e32bb0
OpenGL2: Fix horribly broken metallic shader.
2016-03-15 05:20:25 -07:00
SmileTheory
93e1feaaad
OpenGL2: More ssao/depth blur improvements.
2016-03-11 04:37:50 -08:00
SmileTheory
87cb2167bf
OpenGL2: Fixes to depth blur and ssao.
2016-03-10 03:44:21 -08:00
SmileTheory
65b999446d
OpenGL2: Speedup for SSAO & blur shaders, fix sunlight normals in lightall.
2016-03-08 18:30:51 -08:00
SmileTheory
5738d09969
OpenGL2: Add r_glossType.
2016-03-07 03:30:16 -08:00
SmileTheory
90d6f941f8
OpenGL2: Add r_shadowBlur.
2016-03-07 02:27:03 -08:00
SmileTheory
a331637745
OpenGL2: Shader optimization, and add dither to tonemap.
2016-02-17 20:06:18 -08:00
SmileTheory
ad952b9537
OpenGL2: Merge several cvars into r_pbr.
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r_glossIsRoughness, r_specularIsMetallic, r_framebufferGamma, r_tonemapGamma, r_materialGamma, r_lightGamma
2016-02-01 21:37:23 -08:00
SmileTheory
63e45fab9a
OpenGL2: Remove specular ambient.
2016-01-15 02:46:30 -08:00
SmileTheory
c07cc282d0
OpenGL2: Use correct sunlight color for sunlight specular.
2015-12-09 05:25:58 -08:00
SmileTheory
08ecc3a80a
OpenGL2: Forgot a multiply.
2015-12-09 03:42:12 -08:00
SmileTheory
b52ede0445
OpenGL2: Add r_glossIsRoughness.
2015-12-08 21:23:50 -08:00
SmileTheory
e5aabdaff6
OpenGL2: Remove some rendering options for simplicity.
2015-12-03 02:44:33 -08:00
SmileTheory
89b719ec8d
OpenGL2: Bit more parallax optimization.
2014-11-14 01:12:41 -08:00
SmileTheory
d9e2184c1a
OpenGL2: Add support for parallax occlusion mapping.
2014-11-10 22:11:36 -08:00
SmileTheory
b1821e303d
OpenGL2: remove lightmap support from generic glsl shader.
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This path was barely used and doing this compiles fewer shaders.
2014-11-10 21:59:37 -08:00
SmileTheory
e488663e31
OpenGL2: Change normal/tangent vertex encoding.
2014-10-28 18:15:13 -07:00
SmileTheory
7e808f92d6
OpenGL2: Speed up tonemap shader.
2014-10-27 06:37:57 -07:00
Zack Middleton
4529f124d6
Merge pull request #29 from inolen/shader_tidying
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misc shader fixes
2014-09-09 19:18:59 -05:00
Zack Middleton
c621589157
Fix 6155: OpenGL2: some shader stages remains visible through fog volumes
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Fix CalcFog in generic_vp.glsl to fog fogged surfaces.
Now it's the same as CalcFog in fogpass_vp.glsl.
Fixes shaders that use adjustColorsForFog. Impact wallmarks, blood sprites, flame textures and so on.
2014-08-29 02:50:02 -05:00
SmileTheory
ca9eebb125
OpenGL2: Fix a glsl compile error on old hardware with r_shadowFilter 0.
2014-08-02 00:02:46 -07:00
SmileTheory
2b2d696f12
OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
2014-07-31 21:01:57 -07:00
SmileTheory
4fe69cb418
OpenGL2: Remove sRGB support, replace with gamma cvars.
2014-04-16 05:26:03 -07:00
SmileTheory
375f6247d4
OpenGL2: Parallax corrected cubemap (cheaper trick)
2014-03-16 16:29:38 -07:00
SmileTheory
ee67d0a981
OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars.
2014-03-03 21:02:39 -08:00
SmileTheory
ea2810c085
OpenGL2: Minor GLSL shader improvements.
2014-03-03 17:32:07 -08:00
SmileTheory
79e9baedf8
OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps.
2014-02-13 18:04:23 -08:00
Anthony Pesch
25bde423b5
fixed formatting of a few GLSL float constants
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remove unneeded version number from texturecolor shader
call GLSL_VertexAttribPointers after attribute arrays have been enabled
2014-01-11 17:43:19 -08:00
SmileTheory
623d107f42
OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
2013-12-12 21:38:01 -08:00
SmileTheory
f6f3a19f73
OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
2013-12-09 17:33:54 -08:00
James Canete
c02528cf1d
Merge pull request #21 from cmf028/master
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Fix glsl DEFORM_BULGE calculation
2013-12-01 19:33:51 -08:00
cmf028
e01b66aef5
Fix glsl DEFORM_BULGE calculation
2013-12-01 21:19:26 -06:00