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OpenGL2: Remove AGEN_FRESNEL(superceded by cubemap patch), and some small fixes and optimizations.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 |
|