Magnus Norddahl
49073489e5
- uniform buffers for the fxaa, blur and bloom shaders
2018-06-11 22:06:46 +02:00
Magnus Norddahl
48f753061a
- uniform buffers for the present and shadowmap shaders
2018-06-11 21:42:09 +02:00
Magnus Norddahl
6fcc79d72a
- uniform buffers for the tonemap shaders
2018-06-11 21:18:20 +02:00
Magnus Norddahl
2bde741a7e
- Uniform buffer for colormap shader
2018-06-11 21:03:55 +02:00
Magnus Norddahl
d22fb24e28
- Uniform buffers for lens shader
2018-06-11 20:58:20 +02:00
Magnus Norddahl
763c5c9769
- change ssao pass to use an uniform block
2018-06-11 20:48:43 +02:00
Christoph Oelckers
cce6c9a085
- fixed precision issue with dot product.
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Apparently the shader math is not precise enough to ensure that two supposedly orthogonal vectors are truly orthogonal, resulting in a non-zero dot product
2018-05-24 20:31:44 +02:00
Christoph Oelckers
1266339c0f
- fixed shader compilation.
2018-05-19 21:17:58 +02:00
Christoph Oelckers
3dc6ddbcc3
- check light direction in the shader.
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There are situations where lights on the wrong side of a linedef may be passed and those need to be skipped in the shader code.
2018-05-19 19:20:45 +02:00
Christoph Oelckers
286846a8ec
2D must consider brightmaps.
2018-04-27 08:59:59 +02:00
Christoph Oelckers
221beec979
- added palette shader and fixed a few things.
2018-04-07 12:17:23 +02:00
Christoph Oelckers
b34d7f9e08
- added a software scene drawer to the GL renderer.
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It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
Christoph Oelckers
a001a5304d
- removed the old software renderer framebuffers for Windows
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This cannot be refactored with the old code still present and done properly both renderers should share what they can.
2018-03-30 23:18:25 +02:00
Christoph Oelckers
832df6d43a
- implemented desaturation for the legacy GL renderer's 2D.
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A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
2018-03-30 18:14:42 +02:00
Christoph Oelckers
811d96e07e
D3D 2D code refactored but not tested yet.
2018-03-29 23:21:25 +02:00
Christoph Oelckers
a40e085a46
- 2D drawer implementation complete for hardware renderer.
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This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.
2018-03-29 16:21:21 +02:00
Christoph Oelckers
25999c1c6a
- looks like the 2D drawer sources did not get committed...
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- This also adds the missing draw modes to the GLSL shader.
2018-03-28 19:07:43 +02:00
Magnus Norddahl
4ffa344f7d
- Fix black pixels when subtractive lights are in range for PBR materials
2018-03-26 00:01:52 +02:00
Christoph Oelckers
d586d774cf
- adjusted GL renderer to the new rules for alpha textures. This means that the translation fallback is only needed for the legacy renderer now. Modern GL can use the regular texture and will apply a grayscale mapping instead of merely using the red channel.
2018-03-22 20:42:17 +01:00
Magnus Norddahl
9b7bef59d2
- fixed Intel rendering glitch with uDynLightColor
2018-03-12 21:44:55 +01:00
Magnus Norddahl
07fa310f23
- move material light modes to their own subshader lumps
2018-02-20 00:13:05 +01:00
Magnus Norddahl
eb39e88682
- clean up the main.fp light handling code so that a single ApplyDynLights function applies all dynamic light
2018-02-19 02:01:33 +01:00
Magnus Norddahl
94fbcacf22
Merge branch 'gzdoom' into materials
2018-02-10 00:08:17 +01:00
Magnus Norddahl
3207d8aef7
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
Magnus Norddahl
769867475c
- Replaced max(dot(a,b), 0.0) with clamp as some rounding errors caused pow to receive negative values when then value was subtracted from 1.0 (undefined glsl behavior)
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- Fixed that surface angle attenuation was getting applied twice
2018-02-03 23:56:55 +01:00
Magnus Norddahl
7b9a334f77
- Change PBR materials to use quadratic light falloff
2018-02-03 13:17:09 +01:00
Magnus Norddahl
747ef8324e
- Improve sector light slightly for PBR
2018-01-29 19:09:24 +01:00
Magnus Norddahl
6deb51f23c
- disable the tonemapping to let it bloom instead
2018-01-27 00:42:17 +01:00
Magnus Norddahl
a6da1d356a
- add PBR materials to main.fp
2018-01-27 00:22:15 +01:00
alexey.lysiuk
7206bfcfbc
Made software fuzz shader compatible with supported OpenGL versions
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Use array constructors because initializer list is a core feature since OpenGL 4.2
2018-01-26 09:53:31 +02:00
Magnus Norddahl
7a59bcde4c
- move glossiness and specular level to GLDEFS
2018-01-25 19:53:55 +01:00
Magnus Norddahl
0855418475
Merge branch 'gzdoom' into materials
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# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/gl/shaders/gl_shader.h
2018-01-25 19:21:19 +01:00
Magnus Norddahl
4c0dce875f
Merge branch 'fuzz_software' into gzdoom
2018-01-25 19:00:14 +01:00
Magnus Norddahl
1875902414
- Do not flip the normal based on face direction
2018-01-23 23:59:58 +01:00
Magnus Norddahl
81c6808d2a
- Add specular and normal map handling to main.fp
2018-01-23 23:10:28 +01:00
Magnus Norddahl
e045fb57c9
- Declare new textures for specular and pbr modes
2018-01-23 20:51:48 +01:00
Magnus Norddahl
a23e5f49f6
- Add "fuzz software" to GL that renders fuzz like the scaled fuzz mode in the software renderer
2018-01-07 02:29:55 +01:00
Magnus Norddahl
5f36b86013
- Add dynamic spot lights
2018-01-04 17:58:11 +01:00
Magnus Norddahl
c3562fead2
Merge branch 'dynlightmodels'
2017-08-15 00:27:26 +02:00
Magnus Norddahl
a6d4bfc748
- Added linear and nearest shadowmap filters (enabled with defines)
2017-08-13 13:49:02 +02:00
Magnus Norddahl
5c7b1ee8e1
- Significantly improve shadowmap light performance for faces with a large number of lights but where only a few applies to each individual fragment
2017-08-08 23:28:42 +02:00
Magnus Norddahl
65d5f4ae18
- Fix normal normalize
2017-07-27 22:31:57 +02:00
Magnus Norddahl
2000784307
- normalize the normal vector in the vertex shader because our vertex attribute uses a low precision format (10 bits)
2017-07-25 20:20:13 +02:00
Rachael Alexanderson
8d3d271484
- tweaked the banded software lightmode shader a bit more, looks a little closer (but still not quite...) to real ZDoom in paletted mode
2017-07-21 18:45:08 -04:00
Rachael Alexanderson
e1b4bb11ba
Merge https://github.com/coelckers/gzdoom
2017-07-09 20:09:12 -04:00
Magnus Norddahl
ddd1b629c3
- Calculate globvis/r_visibility in r_utility and use it in GL and poly renderers
2017-07-09 19:01:34 +02:00
Rachael Alexanderson
b4915d624d
- removed 'cooling' component of the shader since it technically wasn't really functional (guess we have to use a separate shader to do that)
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- changed the math to use the 'mix' formula
2017-07-02 16:59:15 -04:00
Rachael Alexanderson
0d8b7c55ef
- added a grayscale formula selector
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
bd02893ce7
- expanded hard limits for saturation to -15.0/15.0
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- added menu option for saturation
- tried to get the new saturation shader to consume less GPU power by turning it off when it is 1.0
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
63da6e70c0
- added a vid_saturation control - works in postprocessing, only.
2017-07-02 16:45:06 -04:00