| Commit message (Expand) | Author | Age |
* | Use texture alpha in shadow stencil | Dan Goodliffe | 2024-08-10 |
* | Initial commit of basic shadow depth map creation | Dan Goodliffe | 2024-08-10 |
* | Fix texture usage via materials in shadows | Dan Goodliffe | 2024-08-10 |
* | Pull material detail function into a common file | Dan Goodliffe | 2024-08-10 |
* | Pull material lookup functions into a common file | Dan Goodliffe | 2024-08-10 |
* | Simplify in/out in materialInterface | Dan Goodliffe | 2024-08-10 |
* | Add shadow shader which takes into account texture transparency | Dan Goodliffe | 2024-07-07 |
* | Custom vertex, vertex shader and fragment shader for landmass | Dan Goodliffe | 2024-04-16 |
* | Fix water texture wrapper in light of large position values | Dan Goodliffe | 2024-04-07 |
* | Stripped down water vertex and simplified shaders | Dan Goodliffe | 2024-04-07 |
* | Adjust light view projection matrix upfront | Dan Goodliffe | 2024-01-30 |
* | Remove the complications from previously storing several shadow maps in the t... | Dan Goodliffe | 2024-01-30 |
* | Geometry shader for single pass shadow maps | Dan Goodliffe | 2024-01-28 |
* | Fix network population of position in gBuffer | Dan Goodliffe | 2024-01-23 |
* | Bind the network profile in as uniforms | Dan Goodliffe | 2024-01-22 |
* | Dynamic number of segments into curve render | Dan Goodliffe | 2024-01-21 |
* | Use symbol GL_MAX_GEOMETRY_OUTPUT_VERTICES to lookup the implementation limit... | Dan Goodliffe | 2024-01-21 |
* | Pass curve link radius, no recalculate, its constant | Dan Goodliffe | 2024-01-20 |
* | Implement basic network curve part shader | Dan Goodliffe | 2024-01-20 |
* | Common code between straight/curve network geometry shaders | Dan Goodliffe | 2024-01-20 |
* | Implement complete network straight part shader | Dan Goodliffe | 2024-01-20 |
* | Render rail network using new shaders | Dan Goodliffe | 2024-01-20 |
* | We only need 3x3 matrix for model rotation spec | Dan Goodliffe | 2024-01-13 |
* | Update point light shaders for instancing | Dan Goodliffe | 2024-01-13 |
* | Fix order or multiple to address reversed rotation | Dan Goodliffe | 2024-01-12 |
* | Full implementation passing through light defs from vertex data | Dan Goodliffe | 2024-01-11 |
* | Initial commit with working light instancing | Dan Goodliffe | 2024-01-10 |
* | Simplify and 'fix' the wave cycle | Dan Goodliffe | 2024-01-01 |
* | Run shadow mapper in camera relative space | Dan Goodliffe | 2023-12-17 |
* | Fix output of position data to include model position | Dan Goodliffe | 2023-12-17 |
* | Use 32bit integer texture for position render data | Dan Goodliffe | 2023-12-17 |
* | Shader viewPoint now an integer | Dan Goodliffe | 2023-12-03 |
* | Model positions as integers | Dan Goodliffe | 2023-11-25 |
* | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 |
* | Send position and rotation matrix to GPU separately | Dan Goodliffe | 2023-11-13 |
* | Lookup material details once in the vertex shader | Dan Goodliffe | 2023-04-27 |
* | Point shaders (shadows) can all share the same implementation now in a single... | Dan Goodliffe | 2023-04-26 |
* | Point shaders can all share the same implementation now in a single place | Dan Goodliffe | 2023-04-26 |
* | Pop and complete instanced shadow support | Dan Goodliffe | 2023-04-26 |
* | Fix location of model matrix in vertex shader | Dan Goodliffe | 2023-04-18 |
* | Fix up the way spotlight shader works | Dan Goodliffe | 2023-04-17 |
* | Add the dynamicPoint shader for instancing | Dan Goodliffe | 2023-04-15 |
* | Rename lots of shader files | Dan Goodliffe | 2023-04-15 |
* | Handle different mapmodes in basic shader | Dan Goodliffe | 2023-04-14 |
* | Rename clear to opaque as its 1 for solid | Dan Goodliffe | 2023-04-13 |
* | Adjust gl_FragDepth according to texel opacity | Dan Goodliffe | 2023-04-13 |
* | Update shaders to use material to conditionally lookup sub-texture in the atlas | Dan Goodliffe | 2023-04-13 |
* | Fix submitting of integer values via vertex arrays | Dan Goodliffe | 2023-04-13 |
* | Move the vertex/fragment shader interface for materials into an include | Dan Goodliffe | 2023-04-11 |
* | Move lots of common glsl interface to include files | Dan Goodliffe | 2023-04-11 |