Henrik Rydgard
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c04ce5a64e
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Implement projective texture mapping. It's not used a great deal but good to have.
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2013-04-17 21:41:47 +02:00 |
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BeaR
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c9daf8df7b
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Cleanup and fix vertex shader
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2013-04-16 19:01:18 +02:00 |
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Henrik Rydgard
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ea11c36091
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Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls.
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2013-04-15 22:57:54 +02:00 |
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BeaR
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f7739ccdc2
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Apply attenuation to ambient light
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2013-04-15 19:11:26 +02:00 |
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raven02
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fcba4d4df1
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Simply and initialize lightscale%i/angle%i/distance%i
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2013-04-11 21:49:44 +08:00 |
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BeaR
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fa3a1fbd52
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Add support for spotlights
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2013-04-09 18:26:06 +02:00 |
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raven02
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07a36f2384
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HW T&L : clamp lightscale
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2013-04-09 20:42:40 +08:00 |
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Unknown W. Brackets
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44b22bc6ff
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Fix shader compilation error.
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2013-04-02 07:26:36 -07:00 |
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BeaR
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b3aa63f64f
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Modifying shade mapping in HW and SW
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2013-04-02 12:24:22 +02:00 |
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BeaR
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da1b345cd4
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HW T&L: Change unlitcolor initialization and cleanup fragmentshader formatting
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2013-04-02 12:24:22 +02:00 |
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raven02
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6396324f57
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Add few isEnabled() in GPUState for Alpha/Color/Lighting/Texture Test
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2013-03-27 18:35:54 +08:00 |
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Henrik Rydgard
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41b862c689
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warning fixes
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2013-03-22 19:59:16 +01:00 |
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raven02
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49befb3d41
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Flip in throughmode for HW T&L
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2013-03-16 20:35:51 +08:00 |
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Henrik Rydgard
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fcfea6343a
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Add some lowp annotations to the vertex shader
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2013-03-03 23:57:29 +01:00 |
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raven02
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d3413681e5
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Fix texture stretched vertically in HW T&L
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2013-02-20 20:32:18 +08:00 |
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raven02
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d1784ab9f6
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Fix HW T&L crash in FF type-0
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2013-02-15 22:49:13 +08:00 |
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Henrik Rydgard
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2301a3b49e
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Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems
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2013-02-15 00:31:39 +01:00 |
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Unknown W. Brackets
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74c2769ada
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Don't use an f suffix in GL shaders.
Error found in Hexyz Force.
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2013-02-09 17:18:01 -08:00 |
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Henrik Rydgard
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356f5788e1
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Fix more UV issues
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2013-02-08 00:04:01 +01:00 |
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Henrik Rydgard
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8749ad0cb9
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Warning fixes, very minor updates to shader generators.
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2013-02-06 19:04:28 +01:00 |
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Henrik Rydgard
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5c5f6ef165
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Fix error in vertex shader compiler - no uniform called u_matambient
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2013-02-04 23:33:14 +01:00 |
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Henrik Rydgard
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bf51291527
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Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout.
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2013-02-04 23:10:40 +01:00 |
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Unknown W. Brackets
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c323a89c8d
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Match the lighting/alpha logic in the sw transform.
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2013-02-03 00:10:40 -08:00 |
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Henrik Rydgard
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dbdd461a53
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Fix issue with vertex shader IDs. Write the 4th component of packed vectors.
The latter makes sure we leave no holes in the CPU writebuffer.
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2013-01-22 22:27:03 +01:00 |
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Henrik Rydgard
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e04f5156ee
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Fix a few graphics issues, optimize shader ID generation (fewer shaders)
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2013-01-22 22:03:41 +01:00 |
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