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 |
|