Fernando García Liñán
85771b2863
Use different vertex attribute for orthoscenery
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See related SimGear commit e8ffe461
Now the orthophoto texture coordinates are contained in gl_TexCoord[2],
so no need to pass any custom vertex attributes to Effects that use
photoscenery.
2023-04-05 23:13:51 +02:00
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
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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
Scott Giese
76f7f1b698
Photoscenery: Initial commit
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Author: Nathaniel Warner
2020-11-23 19:48:01 -06:00
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
Vivian Meazza
b1a777b12d
Standardize fog
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Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-12-01 21:03:40 +00:00
Frederic Bouvier
0fa470269f
Fix issue #246 http://code.google.com/p/flightgear-bugs/issues/detail?id=246 by Lauri Peltonen
2011-02-17 23:28:36 +01:00
Tim Moore
d27174028e
shader optimizations
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Use two-pass rendering for some shaders to reduce the cost of expensive shaders.
Implement some material animations using a shader uniform.
Eliminate use of gl_FrontFacing. It's too buggy on ATI/ Macintosh.
2010-08-14 00:13:16 +02:00
timoore
971b6c3ef2
light two-sided polygons
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Also, remove model-default.frag; for the moment one fragment shader works for
both terrain and models.
Author: Tim Moore <timoore@redhat.com>
2009-11-19 16:20:51 +00:00
timoore
56fc0f9076
clamp lighting values and support transparency material animation
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The transparency animation support is a hack, but should get the job done
for a bit.
Author: Tim Moore <timoore@redhat.com>
2009-11-17 21:57:07 +00:00
timoore
ca82d06aef
in shaders, get alpha directly from diffuse material value
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Just like the fixed function pipeline
Author: Tim Moore <timoore@redhat.com>
2009-11-17 06:23:21 +00:00
timoore
30f844c961
fixes to terrain shader
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Handle emission and light model ambient value.
Test if shininess is 0 to avoid pow(0, 0), which is undefined.
2009-07-19 18:54:10 +00:00
timoore
d4d89d2793
Terrain effect has a shader
2009-07-15 22:49:36 +00:00