Commit graph

52 commits

Author SHA1 Message Date
Areloch
71c19a6151 Companion PR to #719
Adds the OGL side. redoing it to make sure the PR history is clean.
2015-08-28 00:27:08 -05:00
Areloch
95ab3a33a5 Merge pull request #719 from rextimmy/dxtnm-parallax-fix
Fix to allow parallax mapping with dxtnm textures via the red channel.
2015-08-27 23:59:20 -05:00
Azaezel
2f33de3615 case sensitivity fixe for linux 2015-08-06 04:00:56 -05:00
Daniel Buckmaster
009bff7f88 Merge pull request #863 from Azaezel/GlowbufferVisualizer
glow buffer debug visualiser
2015-07-01 22:24:16 +10:00
Azaezel
462aeefb36 opengl crashfix: cannot self-multiply a uniform. use a temp-variable. 2015-05-16 14:11:40 +10:00
Luis Anton Rebollo
0e346fed9f Merge pull request #1241 from J0linar/Vignette_Final
vignette_final
2015-03-08 18:43:10 +01:00
LuisAntonRebollo
049de72cc5 Fix waterBasicP.glsl for HDR. 2015-03-08 12:56:24 +01:00
Miodrag Sejic
351d5f08e9 vignette_final
+added: gui slider for maximum exposure of vignetting
+changed: shaders to logical min/max floats
this pr contains the glsl shaders as well and therefore makes the
https://github.com/GarageGames/Torque3D/pull/1225 Pull Request obsolete
2015-03-07 14:03:12 +01:00
LuisAntonRebollo
3ad04d050c Fix shadows on Basic Lighting. 2015-02-15 22:26:05 +01:00
Luis Anton Rebollo
2d3f711443 Merge pull request #1128 from Azaezel/cloudlayer
cloudlayer hdr packing
2015-02-07 20:50:29 +01:00
Anis
3937afdc19 Update vectorLightP.glsl 2015-01-28 23:43:29 +01:00
Anis
9e090a2ef7 Update lighting.glsl 2015-01-28 23:36:43 +01:00
Azaezel
86770cb3c1 cloudlayer hdr packing
fixes for #1126
2015-01-25 17:56:17 -06:00
Luis Anton Rebollo
84d072f25c Merge pull request #1027 from bpay/ambient-normals
Allow normals on shadowed surfaces
2015-01-24 23:05:51 +01:00
LuisAntonRebollo
3336bffad2 Changes for Linux. 2015-01-19 01:44:36 +01:00
LuisAntonRebollo
aa35157eef PlatformSDL implementation. 2015-01-19 01:17:37 +01:00
LuisAntonRebollo
4e530f413e Fix glowBlurP.glsl shader. 2014-12-25 19:40:42 +01:00
LuisAntonRebollo
cf195152d6 Workaround for OpenGL terrain blend on Intel drivers. 2014-12-16 00:30:50 +01:00
LuisAntonRebollo
0718875ac3 OpenGL Intel - Fix a error on DOF_DownSample_P.glsl. 2014-12-11 22:58:02 +01:00
LuisAntonRebollo
b0efd865d9 Use factor of ambient light with camera direction for allow normals on shadowed surfaces. 2014-12-09 19:46:06 -05:00
LuisAntonRebollo
c20f29c672 Merge pull request #1003 from Lopuska/ribbon_opengl
Ribbon port for opengl
2014-12-05 22:58:38 +01:00
Anis A. Hireche
d16a236937 ribbon_opengl 2014-12-03 22:19:02 +01:00
LuisAntonRebollo
ed0febea39 Clean GLSL fragment shader out. 2014-11-30 23:00:18 +01:00
LuisAntonRebollo
4409a12af6 Fix GLSL out fragment shader color. 2014-11-30 05:32:40 +01:00
LuisAntonRebollo
ff83e8c209 Merge remote-tracking branch 'GG-Github/development' into fix_opengl_new_terrain_blend 2014-11-30 04:47:38 +01:00
Anis A. Hireche
18213a7fa9 missing some file 2014-11-27 20:56:25 +01:00
LuisAntonRebollo
5bcd1458c4 Templates changes for OpenGL shaders. 2014-11-08 20:19:50 +01:00
Daniel Buckmaster
9e4446046f Merge pull request #710 from lukaspj/3-Textures-Blending-Fix
3 textures blending fix
2014-11-04 17:06:04 +11:00
Daniel Buckmaster
ed820f2dd4 Merge pull request #761 from J0linar/PostFx_Vignette
Added Vignette PostFx
2014-11-04 13:30:47 +11:00
Daniel Buckmaster
ef9bc91bff Merge pull request #744 from lukaspj/Ribbon-Implementation
Ribbon and RibbonNode
2014-10-28 15:19:17 +11:00
Azaezel
f18dd9e438 glow buffer debug visualiser
pure script, there will be several of these using identical methodology for deferred. displays a given buffer via the
 texture[0] = "#glowbuffer"; entry,
passed along to a given shader via the
samplerNames[0] = "glowBuffer";entry
which corresponds to an expected variable name and register.

as much documentation for later as tool
2014-10-24 10:04:17 -05:00
unkown
c527313284 Fixed a crash when ribbons are loaded 2014-10-20 21:09:41 -06:00
LukasPJ
35f88a77b1 Script integration for Ribbons 2014-09-23 15:44:55 +02:00
Lukas Joergensen
53f241974b Doing a hard compare instead of using step for blending factors 2014-08-25 21:08:39 +02:00
J0linar
83c8274952 -added Vignette PostFx
-added vignette to the Full and Empty Template
-added vignette to the PostEffect Manager
-added vignette Shader and .cs File
2014-08-20 06:22:10 +02:00
Azaezel
4b3ede6674 explicit downcasting for some halfs 2014-07-09 18:07:23 -05:00
Azaezel
d6cc399813 col is a float4, LUMINANCE_VECTOR a float3. results seemed cleaner this end doing a dot of the rgb than padding the lum 2014-07-09 18:06:31 -05:00
rextimmy
3c56bf3a56 Fix to allow parallax mapping with dxtnm textures via the red channel. 2014-07-03 17:56:47 +10:00
LuisAntonRebollo
6aea37b407 Changes to GLSL files for OpenGL 2014-04-13 19:55:45 +02:00
DavidWyand-GG
3baf6d83c4 Underwater Fixes
- Caustics now respects the passed in water plane rather than assume
that the water plane is on the XY plane.  This allows for caustics to
work for steep rivers.
- Fixed lerp() warning in underwaterFogP.hlsl.
- Cleaned up turbulence and caustics PostEffect scripts to remove unused
items.
- Caustics are now enabled and disabled based on the control object
being underwater, just like turbulence.  Moved this code to fog.cs to be
with the underwater postFX.
2013-11-04 18:41:31 -05:00
DavidWyand-GG
2077632a92 Turbulence respects side-by-side rendering
- PostEffect class now offers the current projection offset and target
viewport as shader constants.
- Turbulence postFX now takes the current projection offset into
account.
- Turbulence postFX now clamps itself to the current viewport.
- Turbulence postFX now renders after the glow bin, specifically after
the glow postFX renders.  This ensures that it can take advantage of
knowing the current viewport rather than affecting the entire render
target.
2013-11-01 16:18:48 -04:00
DavidWyand-GG
17113d3ba5 Blinn-Phong Specular Changes
Based on the work done here:
http://www.garagegames.com/community/blogs/view/21032
2013-10-29 15:10:23 -04:00
DavidWyand-GG
85730dfb59 Oculus Rift Improvements
- Now requires OVR SDK 0.2.5
- New chromatic aberration correction shader.  Can be disabled by
setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior
to enabling Rift display (such as for screen shots).
- FXAA on by default when using full screen on the Rift.
- Can now manually override IPD from script.  Otherwise value set in
profile is used.
- Raw sensor data now available through input events (set
$OculusVR::GenerateSensorRawEvents to true) and console methods.  The
raw data is acceleration, angular velocity, and magnetometer reading.
- Can determine if magnetometer calibration data is available using a
console method in order to notify the user.
2013-10-19 00:46:39 -04:00
cpusci
8476242bdf Update to turbulence PostFX to improve the visual effect of being underwater. 2013-07-30 07:17:53 -05:00
Ron Kapaun
f01afa7e9a New PostFx (Underwater, Turbulence, and Camera Based Motion Blur) 2013-05-07 18:08:53 -04:00
Ron Kapaun
b63036e919 Community Resource (scattersky fog fix) 2013-04-29 19:34:22 -05:00
Ron Kapaun
808f1a5beb Scatter Sky Community Fixes
Fixes and Extends Features in the Scatter Sky Object and Shaders
2013-04-23 10:26:17 -04:00
David Wyand
2dcc7f0247 Merge pull request #310 from thecelloman/goodbyeDIF
Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
DavidWyand-GG
de7a72d82a Oculus VR (Rift) support
Input device and shaders for supporting the Oculus Rift.
2013-04-10 01:05:26 -04:00
DavidWyand-GG
b32e7688c2 Side by side rendering
- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
2013-04-09 15:19:18 -04:00