Fernando García Liñán
23f908665f
Fix random buildings shader errors
2021-04-16 07:46:35 +02:00
Fernando García Liñán
4099044b65
Fix incorrect lightmap intensity with lightmap-multi=0
2021-04-15 11:12:07 +02:00
Fernando García Liñán
69387f09f4
Reduce shader complexity and implement graphics presets
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- All non-ALS Effects have been removed (except generic ones from model-default and terrain-default).
- The rendering dialog has been reworked to accomodate the changes.
- All necessary properties have been added to graphics-properties.xml
- Five graphics presets have been added: Minimal, Low, Medium, High and Ultra.
- Some unused properties have been removed from defaults.xml
2021-03-31 04:05:34 +02:00
Scott Giese
101ff86ec5
Revert "White Text Issue: Initial shaders"
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This reverts commit eb88b44dbe
.
2021-03-01 21:11:29 -06:00
Scott Giese
eb88b44dbe
White Text Issue: Initial shaders
2021-02-27 00:27:53 -06:00
Stuart Buchanan
d887e4b22d
WS30: Add Texture rotation to ALS shader
2021-02-02 15:24:41 +00:00
Stuart Buchanan
580c375d4b
WS30: Use perlin texture to reduce tiling
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Use a perlin noise texture to rotate some of the landclass
textures to reduce tiling.
Also add a quality=1 technique which uses it.
2021-01-26 20:17:17 +00:00
Stuart Buchanan
d058b514f2
WS30: Add basic shaders
2021-01-23 17:15:12 +00:00
James Turner
9355d464c1
Fix shader-based buildings on AMD/macOS
2021-01-22 20:59:34 +00:00
Erik Hofman
40e871a911
Implement a simple snow shader for the low quality levels
2021-01-19 11:10:44 +01:00
Fernando García Liñán
63fbe7d525
Fix missing forward declaration in forest shader
2021-01-10 16:40:05 +01:00
Fernando García Liñán
21a6e20701
Tweak shadow offset parameters and cascade ranges
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This should hopefully fix some shadow acne edge cases.
2021-01-05 11:24:19 +01:00
Fernando García Liñán
916322d0ed
Add clustered shading support to most Effects and shaders
2020-12-23 11:10:34 +01:00
Fernando García Liñán
7158dfdff3
Revert "Add clustered shading support to most Effects and shaders"
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This reverts commit b3237e207a
.
2020-12-22 17:22:05 +01:00
Fernando García Liñán
b3237e207a
Add clustered shading support to most Effects and shaders
2020-12-22 10:53:31 +01:00
Fernando García Liñán
a058bed4d5
(Another) significant rework of the clustered shading feature
2020-12-22 10:53:31 +01:00
Stuart Buchanan
ba89f4c153
WS30: Improved material atlas
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Add
- texture size
- shininess
- diffuse
- specular
from material.xml into the fragment shader via sampler1D.
2020-12-08 21:15:13 +00:00
Fernando García Liñán
00b465b84f
Decrease shadow mapping bias and better 3rd cascade depth range
2020-12-06 14:44:03 +01:00
Stuart Buchanan
3e3593119c
WS30: Shader change to use texture atlas
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These changes use the generated Texture2DArray for
texture lookup, supporting arbritary sets of material
textures.
2020-12-05 13:11:59 +00:00
Fernando García Liñán
3f489619c5
Fix landmass geometry shader errors
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It was using features from GLSL 120 and 150. Only use 120 features for now.
2020-12-03 23:24:40 +01:00
Scott Giese
5512934374
Photoscenery: patch to fix missed merge items.
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Author: Nathaniel Warner
2020-11-23 20:55:30 -06:00
Scott Giese
76f7f1b698
Photoscenery: Initial commit
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Author: Nathaniel Warner
2020-11-23 19:48:01 -06:00
Fernando García Liñán
7c16104149
Add the possibility to use shadow mapping on model-interior
2020-11-17 17:21:01 +01:00
Fernando García Liñán
ed3cbf96ff
Make model-interior use a separate vertex shader
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generic-ALS-base.vert uses shadows, while model-interior does not.
2020-11-17 00:57:56 +01:00
Fernando García Liñán
fc33a8d71a
Fix non-ALS runway shader not implementing shadows
2020-11-17 00:41:02 +01:00
Fernando García Liñán
a3a8f9123e
Make Compositor default
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- Remove all Compositor Effects and Shaders.
- Unify the low-spec and ALS pipelines in a single pipeline called 'Classic'.
- Readd shadow mapping.
- Move the WS30 Effect and fragment shader out of the Compositor-specific directories.
2020-11-16 13:46:30 +01:00
Erik Hofman
167cbc6a3d
Changing file permissions to remove execute bit
2020-09-02 09:42:36 +02:00
Eatdirt
6f4279a5ed
Remove rgb normalization and relax cut on NdotL to positive or null (fix visible redcuts)
2020-07-12 18:40:38 +02:00
Stuart Buchanan
fc27175690
Reduce shader attribute usage by packing floats
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Previously we required 6 shader attributes to pass
in all the required information for the building shader.
By using packing techniques this has been reduced to 4.
This should improve support for integrated graphics cards.
2020-03-26 22:06:21 +00:00
Delta Echo
73d7e5e1c2
Fix bug about body width
2020-03-02 10:05:17 +00:00
Delta Echo
e727d6d4e3
Implement rotation into wingflex shader
2020-02-23 17:49:02 +00:00
Delta Echo
3bf12ce8e7
Minor changes, use int for type instead of organic bool
2020-02-01 11:38:39 +01:00
Delta Echo
be7e278f1c
Improve wingflex shader+effect
2020-01-31 16:52:20 +01:00
Stuart Buchanan
119fb5efe2
Random Buildings - improved texture mapping
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Previously the front and side faces of random/OSM buildings
had identical texture coordinates. This resulted in the sides
of buildings texture mapping being squeezed or stretched.
This change generates a separate texture mapping for the sides
of the buildings.
2019-11-23 17:08:04 +00:00
Stuart Buchanan
564e7b31fd
Shader buildings multiple roof types
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Shader buildings now support different roof types
- flat
- gabled
- hipped
- pyramidal
Primarily for osm2city use.
2019-10-08 21:39:40 +01:00
Thorsten Renk
1ab8786d37
Fix for light point sprite shader when light definition is initially small and creates nmerical issues
2019-10-06 11:26:42 +03:00
Stuart Buchanan
87e9118965
Shader buildings - split wall and roof tex index
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Previously there was very limited texture variations
as a given texture index was used for both the wall
and ceiling. Now these can be specified separately,
allowing for more variation in both STG defined and
random buildings.
Requires simgear commit 053bda26a43314a91b01b08cd4617da82f7ab807
2019-09-25 21:56:22 +01:00
Stuart Buchanan
4784a929d7
Instance based random buildings
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Replace random buildings with one using proper instancing.
Also implement more control over rendering of random buildings.
see README.scenery for details.
2019-08-20 17:02:27 +01:00
Fernando García Liñán
6d58c143c0
Added dithering as an ALS post-processing effect to prevent banding
2019-04-21 18:53:19 +02:00
Scott Giese
f43ea66022
Cliffs effect and fragment shader by James Hester.
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Based on rock-ALS.frag and rock.eff.
2019-03-31 15:28:34 -05:00
Thorsten Renk
3e4234717b
ALS: Traffic shader uses car images on texture - artwork by Gilberto Agostinho
2019-01-14 13:57:02 +02:00
Thorsten Renk
d4cd51b43b
ALS: Improve snow rendering of procedural rock shader
2018-09-17 11:21:35 +03:00
Thorsten Renk
d8c0387744
ALS: Fix rainbow fringing order in Cirrus clouds
2018-09-05 09:20:20 +03:00
Thorsten Renk
7552c2921e
ALS: Add display effect - dust overlay texture provided under GPL 2+ by Martin Litzenberger
2018-09-01 09:54:42 +03:00
Thorsten Renk
a4960e14fa
ALS: Detailed scattering model for light on Cirrus clouds
2018-09-01 09:42:34 +03:00
Thorsten Renk
cce0fac2f8
ALS: New cloud rendering detail level with more dramatic Mie scattering at cloud fringes done inside fragment shader
2018-08-30 09:17:36 +03:00
Thorsten Renk
d0789a1907
ALS: tentative fix for skydome monolith artifact - apparently this is a numerical accuracy issue (?)
2018-02-13 15:00:21 +02:00
Thorsten Renk
69e8d90247
ALS: Tentative fix for random building fog issue II - fall back to old up-vector computations when building flag is set
2018-02-11 09:46:21 +02:00
Thorsten Renk
1407ff3166
ALS: do not clamp haze color in object shaders, this leads to mismatch with terrain at high light intensity
2018-02-09 14:08:01 +02:00
Thorsten Renk
d9e55dc2e5
Improvements to Earthview: enable changing cloud density, fix aurora z-ordering issue, let moonlight give a relief effect to clouds
2018-01-29 09:25:38 +02:00