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OpenGL2: Remove AGEN_FRESNEL(superceded by cubemap patch), and some small fixes and optimizations.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