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Commit message (Collapse)AuthorAge
* 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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* Adjust gl_FragDepth according to texel opacityDan Goodliffe2023-04-13
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* Update shaders to use material to conditionally lookup sub-texture in the atlasDan Goodliffe2023-04-13
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* Fix submitting of integer values via vertex arraysDan Goodliffe2023-04-13
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* Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
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* Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
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* Basic fragment ahader should use final colour to determine clear flagDan Goodliffe2023-03-14
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* Support for model colours mixed with texturesDan Goodliffe2023-02-24
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* Add rendering support for spot lightsDan Goodliffe2023-01-05
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* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
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* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
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* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
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* Tidy upDan Goodliffe2022-12-06
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* Do not unilluminate the back of objectsDan Goodliffe2022-12-04
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* Generate and use a shadow mapDan Goodliffe2022-12-04
| | | | | Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel.
* Fixed point shadow shader doesn't need normal/texture dataDan Goodliffe2022-12-04
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* Don't actually need to define an empty fragment shaderDan Goodliffe2022-12-04
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* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
| | | | | Lots of hard coding, buggy in places, far from great, but the basics work.
* Check error state during setup, set OpenGL version to 3.3 coreDan Goodliffe2022-12-03
| | | | Updates all shaders to 330 core too.
* Change pointlight render area definition to a cubeDan Goodliffe2022-11-27
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* Add rendering support for point lightsDan Goodliffe2022-11-23
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* Separate out the illumation of the sceneDan Goodliffe2022-11-23
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* Tidied Scene RendererDan Goodliffe2022-11-01
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* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
| | | | Tidy-up required.
* Set v330 core on world shadersDan Goodliffe2022-10-30
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* First iteration with font/text supportDan Goodliffe2022-01-01
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* Introduce the UI shaderDan Goodliffe2021-12-12
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* Add slope colouring to terrain shaderDan Goodliffe2021-11-25
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* Swap y,z axisDan Goodliffe2021-11-16
| | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
* dos2unix shader sourcesDan Goodliffe2021-02-20
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* Remove spare bits from shaders and tidy upDan Goodliffe2021-02-20
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* Custom land and water shadersDan Goodliffe2021-02-20
| | | | | | | Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured according to land height by a custom shader. Also use the land mass mesh with a new water texture and a custom shader to create rather nice looking water effect with depth, waves and motion.
* Add support for directional light color and an ambient colorDan Goodliffe2021-02-18
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* Update glsl version and interfaceDan Goodliffe2021-02-12
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