XsparkieX
791e90b22a
Initial Oculus Quest support added.
2020-09-06 13:40:32 +02:00
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
SmileTheory
6e5f8cc918
OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
2013-11-12 19:21:51 -08:00
SmileTheory
a7c5fc0ee7
OpenGL2: Some small shader optimizations.
2013-11-04 22:50:53 -08:00
SmileTheory
0e25d0357b
OpenGL2: Revisit fragment tangent space calculation, and remove tangent space lighting.
2013-11-04 21:53:05 -08:00
SmileTheory
3846c115e6
OpenGL2: Reduce glsl shader count by using a uniform to disable textures.
2013-11-03 19:34:22 -08:00