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path: root/gfx/gl/shaders
Commit message (Collapse)AuthorAge
* Populate all layers of the stencil textureDan Goodliffe2024-09-03
| | | | Albeit with the same projection
* Update stencil texture to 2d arrayDan Goodliffe2024-09-02
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* Extend depth of shadow box 10m to allow for depth offsets and clamp stencil ↵Dan Goodliffe2024-09-01
| | | | to it
* Initial cut of shadow map creation with support for billboard shadowsDan Goodliffe2024-08-28
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* Offset shaded position to reduce chance of self-shadowingDan Goodliffe2024-08-18
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* Use texture alpha in shadow stencilDan Goodliffe2024-08-10
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* Initial commit of basic shadow depth map creationDan Goodliffe2024-08-10
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* Fix texture usage via materials in shadowsDan Goodliffe2024-08-10
| | | | | This is a mess of a commit much like the shader folder, need a better way of dealing with them.
* Pull material detail function into a common fileDan Goodliffe2024-08-10
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* Pull material lookup functions into a common fileDan Goodliffe2024-08-10
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* Simplify in/out in materialInterfaceDan Goodliffe2024-08-10
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* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
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* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
| | | | Handles global position type, colourBias for surface types
* Fix water texture wrapper in light of large position valuesDan Goodliffe2024-04-07
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* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
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* Adjust light view projection matrix upfrontDan Goodliffe2024-01-30
| | | | Saves doing it per pixel, per region later
* Remove the complications from previously storing several shadow maps in the ↵Dan Goodliffe2024-01-30
| | | | texture
* Geometry shader for single pass shadow mapsDan Goodliffe2024-01-28
| | | | | | | 2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single scene rendering. Pending massive tidy up.
* Fix network population of position in gBufferDan Goodliffe2024-01-23
| | | | Adds some rails to the basic test highlighting broken shadows
* Bind the network profile in as uniformsDan Goodliffe2024-01-22
| | | | Makes the network shaders generic to network type
* Dynamic number of segments into curve renderDan Goodliffe2024-01-21
| | | | | Simpler formula than the old one, neither scientific, needs to tests to demonstrate a decent result for whatever formula we use.
* Use symbol GL_MAX_GEOMETRY_OUTPUT_VERTICES to lookup the implementation ↵Dan Goodliffe2024-01-21
| | | | limit at runtime
* Pass curve link radius, no recalculate, its constantDan Goodliffe2024-01-20
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* Implement basic network curve part shaderDan Goodliffe2024-01-20
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* Common code between straight/curve network geometry shadersDan Goodliffe2024-01-20
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* Implement complete network straight part shaderDan Goodliffe2024-01-20
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* Render rail network using new shadersDan Goodliffe2024-01-20
| | | | Non-functional, totally unimplemented at this stage
* We only need 3x3 matrix for model rotation specDan Goodliffe2024-01-13
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* Update point light shaders for instancingDan Goodliffe2024-01-13
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* Fix order or multiple to address reversed rotationDan Goodliffe2024-01-12
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* Full implementation passing through light defs from vertex dataDan Goodliffe2024-01-11
| | | | | Note: there is a bug where the light position/direction are rotated backwards to the model even though its using the model's rotation matrix... no idea why/how.
* Initial commit with working light instancingDan Goodliffe2024-01-10
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* Simplify and 'fix' the wave cycleDan Goodliffe2024-01-01
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* Run shadow mapper in camera relative spaceDan Goodliffe2023-12-17
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* Fix output of position data to include model positionDan Goodliffe2023-12-17
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* Use 32bit integer texture for position render dataDan Goodliffe2023-12-17
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* Shader viewPoint now an integerDan Goodliffe2023-12-03
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* Model positions as integersDan Goodliffe2023-11-25
| | | | | Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow
* Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres.
* Send position and rotation matrix to GPU separatelyDan Goodliffe2023-11-13
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* Lookup material details once in the vertex shaderDan Goodliffe2023-04-27
| | | | ... instead of per texel in the fragment shader
* Point shaders (shadows) can all share the same implementation now in a ↵Dan Goodliffe2023-04-26
| | | | | | single place They all just get `model` from a different place
* Point shaders can all share the same implementation now in a single placeDan Goodliffe2023-04-26
| | | | They all just get `model` from a different place
* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
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* Fix location of model matrix in vertex shaderDan Goodliffe2023-04-18
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* Fix up the way spotlight shader worksDan Goodliffe2023-04-17
| | | | | Was mostly through lack of understanding and coincidences. Position is now the only vertex data, direction is moved to a uniform. Instancing will address this by making everything instance data.
* Add the dynamicPoint shader for instancingDan Goodliffe2023-04-15
| | | | Same as dynamicPoint, but the model matrix is a vertex input
* Rename lots of shader filesDan Goodliffe2023-04-15
| | | | Names and paths still not perfect, but better and the weird name missuse is gone
* Handle different mapmodes in basic shaderDan Goodliffe2023-04-14
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* Rename clear to opaque as its 1 for solidDan Goodliffe2023-04-13
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