SmileTheory
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ca9eebb125
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OpenGL2: Fix a glsl compile error on old hardware with r_shadowFilter 0.
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2014-08-02 00:02:46 -07:00 |
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SmileTheory
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2b2d696f12
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OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
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2014-07-31 21:01:57 -07:00 |
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SmileTheory
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4fe69cb418
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OpenGL2: Remove sRGB support, replace with gamma cvars.
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2014-04-16 05:26:03 -07:00 |
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SmileTheory
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375f6247d4
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OpenGL2: Parallax corrected cubemap (cheaper trick)
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2014-03-16 16:29:38 -07:00 |
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SmileTheory
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ee67d0a981
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OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars.
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2014-03-03 21:02:39 -08:00 |
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SmileTheory
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ea2810c085
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OpenGL2: Minor GLSL shader improvements.
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2014-03-03 17:32:07 -08:00 |
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SmileTheory
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79e9baedf8
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OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps.
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2014-02-13 18:04:23 -08:00 |
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SmileTheory
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623d107f42
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OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
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2013-12-12 21:38:01 -08:00 |
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SmileTheory
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f6f3a19f73
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
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James Canete
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c02528cf1d
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Merge pull request #21 from cmf028/master
Fix glsl DEFORM_BULGE calculation
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2013-12-01 19:33:51 -08:00 |
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cmf028
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e01b66aef5
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Fix glsl DEFORM_BULGE calculation
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2013-12-01 21:19:26 -06:00 |
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SmileTheory
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6e5f8cc918
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OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
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2013-11-12 19:21:51 -08:00 |
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SmileTheory
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a7c5fc0ee7
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OpenGL2: Some small shader optimizations.
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2013-11-04 22:50:53 -08:00 |
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SmileTheory
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0e25d0357b
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OpenGL2: Revisit fragment tangent space calculation, and remove tangent space lighting.
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2013-11-04 21:53:05 -08:00 |
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SmileTheory
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3846c115e6
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OpenGL2: Reduce glsl shader count by using a uniform to disable textures.
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2013-11-03 19:34:22 -08:00 |
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SmileTheory
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f8355ba2fb
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OpenGL2: Fix TCGEN_ENVIRONMENT stages not rendering correctly.
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2013-10-10 03:41:31 -07:00 |
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SmileTheory
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acbeca6042
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OpenGL2: Remove AGEN_FRESNEL(superceded by cubemap patch), and some small fixes and optimizations.
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2013-09-24 03:29:49 -07:00 |
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SmileTheory
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3ab895d1cd
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OpenGL2: reduce varying usage in lightall shader.
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2013-09-17 23:52:40 -07:00 |
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SmileTheory
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42501db862
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OpenGL2: Some shader cleanup
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2013-09-16 23:41:04 -07:00 |
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SmileTheory
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5985cca2e6
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OpenGL2: Speed up fog shader slightly.
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2013-09-16 23:20:44 -07:00 |
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SmileTheory
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e80faf812e
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OpenGL2: Use RGBM instead of RGBE encoding for lightmaps.
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2013-09-16 05:57:14 -07:00 |
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SmileTheory
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7e875c6941
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#5979: Cubemap support for opengl2.
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2013-09-16 00:54:26 -07:00 |
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SmileTheory
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3a47192ba8
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Use specular texture RGB as specular reflectance, multiplied by per-material value.
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2013-05-03 00:32:59 -07:00 |
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SmileTheory
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28e14c4546
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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
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2013-04-02 00:17:24 -07:00 |
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SmileTheory
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e14a814ba2
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Support more tcgens in lightall shader.
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2013-03-14 23:11:27 -07:00 |
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Tim Angus
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f6fb9eb602
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
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