Commit graph

26 commits

Author SHA1 Message Date
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
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
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
SmileTheory
f8355ba2fb OpenGL2: Fix TCGEN_ENVIRONMENT stages not rendering correctly. 2013-10-10 03:41:31 -07:00
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acbeca6042 OpenGL2: Remove AGEN_FRESNEL(superceded by cubemap patch), and some small fixes and optimizations. 2013-09-24 03:29:49 -07:00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
5985cca2e6 OpenGL2: Speed up fog shader slightly. 2013-09-16 23:20:44 -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
SmileTheory
e14a814ba2 Support more tcgens in lightall shader. 2013-03-14 23:11:27 -07:00
Tim Angus
f6fb9eb602 renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00