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path: root/gfx/gl/shaders
Commit message (Expand)AuthorAge
* Basic soft shadowsDan Goodliffe2024-10-26
* Use foliage yaw rotation to select shadow stencil layerDan Goodliffe2024-10-10
* Include foliage yaw rotation in vertex, pass through instead of whole model r...Dan Goodliffe2024-10-10
* Fix stencil shadow depth offsetDan Goodliffe2024-10-10
* Populate all layers of shadow stencil with view from all aroundDan Goodliffe2024-09-07
* Populate all layers of the stencil textureDan Goodliffe2024-09-03
* Update stencil texture to 2d arrayDan Goodliffe2024-09-02
* Extend depth of shadow box 10m to allow for depth offsets and clamp stencil t...Dan Goodliffe2024-09-01
* Initial cut of shadow map creation with support for billboard shadowsDan Goodliffe2024-08-28
* Offset shaded position to reduce chance of self-shadowingDan Goodliffe2024-08-18
* Use texture alpha in shadow stencilDan Goodliffe2024-08-10
* Initial commit of basic shadow depth map creationDan Goodliffe2024-08-10
* Fix texture usage via materials in shadowsDan Goodliffe2024-08-10
* Pull material detail function into a common fileDan Goodliffe2024-08-10
* Pull material lookup functions into a common fileDan Goodliffe2024-08-10
* Simplify in/out in materialInterfaceDan Goodliffe2024-08-10
* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
* Fix water texture wrapper in light of large position valuesDan Goodliffe2024-04-07
* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
* Adjust light view projection matrix upfrontDan Goodliffe2024-01-30
* Remove the complications from previously storing several shadow maps in the t...Dan Goodliffe2024-01-30
* Geometry shader for single pass shadow mapsDan Goodliffe2024-01-28
* Fix network population of position in gBufferDan Goodliffe2024-01-23
* Bind the network profile in as uniformsDan Goodliffe2024-01-22
* Dynamic number of segments into curve renderDan Goodliffe2024-01-21
* Use symbol GL_MAX_GEOMETRY_OUTPUT_VERTICES to lookup the implementation limit...Dan Goodliffe2024-01-21
* Pass curve link radius, no recalculate, its constantDan Goodliffe2024-01-20
* Implement basic network curve part shaderDan Goodliffe2024-01-20
* Common code between straight/curve network geometry shadersDan Goodliffe2024-01-20
* Implement complete network straight part shaderDan Goodliffe2024-01-20
* Render rail network using new shadersDan Goodliffe2024-01-20
* We only need 3x3 matrix for model rotation specDan Goodliffe2024-01-13
* Update point light shaders for instancingDan Goodliffe2024-01-13
* Fix order or multiple to address reversed rotationDan Goodliffe2024-01-12
* Full implementation passing through light defs from vertex dataDan Goodliffe2024-01-11
* Initial commit with working light instancingDan Goodliffe2024-01-10
* Simplify and 'fix' the wave cycleDan Goodliffe2024-01-01
* Run shadow mapper in camera relative spaceDan Goodliffe2023-12-17
* Fix output of position data to include model positionDan Goodliffe2023-12-17
* Use 32bit integer texture for position render dataDan Goodliffe2023-12-17
* Shader viewPoint now an integerDan Goodliffe2023-12-03
* Model positions as integersDan Goodliffe2023-11-25
* Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
* Send position and rotation matrix to GPU separatelyDan Goodliffe2023-11-13
* Lookup material details once in the vertex shaderDan Goodliffe2023-04-27
* Point shaders (shadows) can all share the same implementation now in a single...Dan Goodliffe2023-04-26
* Point shaders can all share the same implementation now in a single placeDan Goodliffe2023-04-26
* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
* Fix location of model matrix in vertex shaderDan Goodliffe2023-04-18