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Author SHA1 Message Date
Stuart Buchanan
dda21aeae1 HDR: W3.0 water shader - initial implementation
Implement a simple water shader for HDR.

Largely created from the non-HDR WS3.0 water shader,
but only generating a fragment normal.

Notes:
- Water color is a constant in the shader, and set by eye
  only.
- foam etc is not yet implemented.
- at very low altitudes the shader breaks down somewhat.
2024-02-24 17:09:51 +00:00
Fernando García Liñán
27618cd36d HDR: WS 3.0 doesn't need a separate orthophoto texcoord 2024-02-10 00:12:59 +01:00
Fernando García Liñán
b00a1f2767 HDR: Fix logarithmic depth in WS 3.0 2024-02-10 00:10:35 +01:00
Stuart Buchanan
ea982e075c WS30 HDR: Use interface blocks 2023-05-08 19:44:37 +01:00
Stuart Buchanan
ce24a3f05f HDR: WS30 basic terrain shader 2023-04-12 18:11:41 +01:00
Fernando García Liñán
8af67bfb2f HDR: Complete refactoring of shader style and naming
See https://wiki.flightgear.org/Shader_Style_Guide.
2023-04-11 15:53:47 +02:00
Stuart Buchanan
d723b0b518 WS30 - Uniform Arrays and lighting model
Use Uniform Arrays instead of Texture1D.

Use ambient/diffuse/specular/shininess material
properties consistently across all WS30 shaders.

Use consistent shading model for photoscenery vs.
landclass to minimize visual difference.
2021-11-10 22:58:44 +00:00
Fernando García Liñán
9f39644199 HDR: Optimize the G-Buffer and do not separate the occlusion texture
- The G-Buffer layout has been redesigned to be 96 bits per pixel. There are 24
unused bits that can be used for extra material parameters later (like
clearcoat).
- Add better debug views for the G-Buffer.
- Use octahedron normal encoding. This yields the same results as the previous
method but uses 16 bits less.
- Use rg11fb10f for the environment mapping cubemaps.
- Tweak the shadow mapping parameters and add a colored debug mode.
- Only render shadow maps for objects that inherit from model-default.eff or
model-pbr.eff instead of having a fallback Effect. Now transparent objects
should be ignored (if they are marked as such with model-transparent or
similar).
- Remove the separate occlusion texture. Now the PBR Effect expects a single
texture where R=occlusion, G=roughness and B=metallic.
2021-08-27 00:03:43 +02:00
Fernando García Liñán
f5bc6df9fb HDR: Use a reversed depth buffer to increase precision and avoid Z-fighting 2021-08-17 20:58:48 +02:00
Fernando García Liñán
467468ef3a HDR: Improve exposure and bloom handling 2021-07-31 19:13:19 +02:00
Fernando García Liñán
1215f1eba2 HDR pipeline: add placeholder shaders for WS 3.0 2021-07-24 13:35:53 +02:00