Commit graph

35 commits

Author SHA1 Message Date
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
f911e32bb0 OpenGL2: Fix horribly broken metallic shader. 2016-03-15 05:20:25 -07:00
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
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.
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
Zack Middleton
4529f124d6 Merge pull request #29 from inolen/shader_tidying
misc shader fixes
2014-09-09 19:18:59 -05:00
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
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
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
SmileTheory
acbeca6042 OpenGL2: Remove AGEN_FRESNEL(superceded by cubemap patch), and some small fixes and optimizations. 2013-09-24 03:29:49 -07:00
SmileTheory
3ab895d1cd OpenGL2: reduce varying usage in lightall shader. 2013-09-17 23:52:40 -07:00
SmileTheory
42501db862 OpenGL2: Some shader cleanup 2013-09-16 23:41:04 -07:00
SmileTheory
e80faf812e OpenGL2: Use RGBM instead of RGBE encoding for lightmaps. 2013-09-16 05:57:14 -07:00
SmileTheory
7e875c6941 #5979: Cubemap support for opengl2. 2013-09-16 00:54:26 -07:00
SmileTheory
3a47192ba8 Use specular texture RGB as specular reflectance, multiplied by per-material value. 2013-05-03 00:32:59 -07:00
SmileTheory
28e14c4546 Add sunlight/lightmap merging by multiply (r_sunlightMode 1)
Merge additive sunlight and map lighting into one GLSL shader (r_sunlightMode 2)
Change single lightmap blends to use lightall
2013-04-02 00:17:24 -07:00
Tim Angus
f6fb9eb602 renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
Renamed from code/rend2/glsl/lightall_fp.glsl (Browse further)