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Author SHA1 Message Date
Stuart Buchanan
f695fd4679 Merge branch 'master' of gitorious.org:fg/fgdata 2011-10-08 19:40:15 +01:00
Stuart Buchanan
c58d504dbf Temporary fix to the 3D cloud shader while we sort
out the co-requisite simgear changes.
2011-10-08 19:38:58 +01:00
Vivian Meazza
bee778ac2b Merge branch 'master' of gitorious.org:fg/fgdata into work 2011-10-07 13:01:17 +01:00
Vivian Meazza
d45670baa8 Water shader PhaseII improvements.
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-10-07 12:46:01 +01:00
Stuart Buchanan
c0bebf5404 Updates to 3D clouds to use the new shading parameters. 2011-10-06 21:21:13 +01:00
Vivian Meazza
e758deced1 Add foam to water effect. Based on work by Emilian Huminuc. 2011-09-26 23:35:20 +01:00
Vivian Meazza
b150771296 Add light map to reflect effect. Based on work by Emilian Huminuc.
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-09-26 09:42:44 +01:00
Vivian Meazza
e6fb203302 Add light map to reflect shader.
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-09-26 09:35:33 +01:00
Frederic Bouvier
a2b26f8d59 Local Weather 1.36 by Thorsten Renk 2011-09-23 23:25:15 +02:00
Vivian Meazza
fbf219a56f Update colours to reflect Global Weather
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-09-22 15:33:16 +01:00
Vivian Meazza
980c1d7926 Update shader to react to global weather conditions 2011-09-22 14:37:32 +01:00
Vivian Meazza
062594ff05 Add new shaders in support of .dds textures
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-09-05 16:02:06 +01:00
Vivian Meazza
3ca2539064 Merge branch 'work' of D:\Git_New\fgdata 2011-08-23 22:52:24 +01:00
Vivian Meazza
c383cda2c6 Add support for transparent materials and .dds normal maps.
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-08-23 22:51:14 +01:00
Stuart Buchanan
74a9f8e1a6 Extend visibility range of 3d clouds to /sim/rendering/clouds3d-vis-range 2011-08-21 22:09:04 +01:00
Vivian Meazza
8caf2ef24d Bugfix: correct transpareny issue.
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-08-18 22:05:42 +01:00
Vivian Meazza
5d06c1800b Try fix for transparency issue.
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-08-18 20:11:53 +01:00
Stuart Buchanan
191a51d921 Support z-scaling in the 3d clouds- shader parts. 2011-08-07 13:47:17 +01:00
Erik Hofman
aff94b66ed fix another typo 2011-07-16 15:53:25 +02:00
Erik Hofman
2e441b27b5 fix a typo 2011-07-16 15:52:03 +02:00
Erik Hofman
9c69635df9 Prevent a device by zero. 2011-07-16 15:49:31 +02:00
Erik Hofman
095e535082 Don't let the urban shader and the landmass shader fight over the city type terrain and restrict the landmass shader to only below a quality of 3.5 2011-07-16 15:30:32 +02:00
Erik Hofman
7300bc4bb0 revert the reflection shader patch, it didn't work out the way I hoped it would 2011-07-16 15:11:52 +02:00
Erik Hofman
16c73c0e5e Move the fogCoord calculation to the shader to limit the number of varyings to 7 2011-07-16 11:52:54 +02:00
Erik Hofman
281445e31e Like the landmass sharder, move the bump factor to the shader file to limit the number of varyings to 7 2011-07-16 11:51:45 +02:00
Erik Hofman
71283a3eae Bring the old urban shader (qualiti level=3.5) back to life on my video hardware by restricting the number of varying variables to a maximum of seven. 2011-07-16 11:11:06 +02:00
ThorstenB
09062b72a9 Robert (dogg360): make shaders work for AMD/ATI graphics (#96,#335 related)
AMD/ATI compiler requires proper float values for conditions/expressions.
2011-07-04 20:20:26 +02:00
James Turner
169bc757b6 For for bug 335, lightmap shader broken on some Ati drivers, especially Mac. Thanks to Stuart for the fix. 2011-07-03 20:21:09 +01:00
Torsten Dreyer
9998a658ec Another attempt to fix #123: 3d clouds flicker on mac
Thanks to Stuart for providing this patch.
2011-06-28 20:03:59 +02:00
Gijs de Rooy
bef7c3b04b Add intensity-factor to lightmap shader 2011-06-10 18:51:30 +02:00
Torsten Dreyer
cc37e63561 Fix bug#123: 3d cloud flicker on Mac 2011-06-08 17:08:33 +02:00
Vivian Meazza
c67632905a Add Skydome effect.
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-04-15 16:07:53 +01:00
Frederic Bouvier
65c166c12c Local Weather 1.0 by Thorsten Renk 2011-03-19 14:03:28 +01:00
Gijs de Rooy
f8fe1df22a Lightmap conditional 2011-02-19 22:03:27 +01:00
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
Frederic Bouvier
3c8105adf1 Fix issue #252 http://code.google.com/p/flightgear-bugs/issues/detail?id=252 by Lauri Peltonen 2011-02-17 08:05:34 +01:00
Gijs de Rooy
4fd8621209 Lightmap: ATI fix by AndersG 2011-02-11 19:35:47 +01:00
Gijs de Rooy
8db0ca44ef An initial lightmap shader 2011-02-11 18:33:53 +01:00
Frederic Bouvier
d0cc5bcf5e Add an attribution to the water shader 2010-12-05 14:44:02 +01:00
Frederic Bouvier
426b7f8ae3 reflect-bump-spec shader improvement by i4dnf 2010-11-20 21:21:05 +01:00
Frederic Bouvier
7c608c2003 Restore QDM urban shader technique for quality level >= 4 2010-11-02 22:31:39 +01:00
Frederic Bouvier
7d82264b79 Revert "Urban shader using Quadtree Displacement Mapping"
This reverts commit 3cd68ac922d5768e5403065e1654478c1fbe0c7f.
2010-11-02 21:31:31 +01:00
Frederic Bouvier
7e816deb44 Revert "Small fix to the urban shader"
This reverts commit 41027306053caabfa9dc8bf999fad3740e91cdb2.
2010-11-02 21:31:00 +01:00
Frederic Bouvier
77174294ce Small fix to the urban shader 2010-10-27 09:17:10 +02:00
Frederic Bouvier
758f691a1c Local Weather version 0.9 by Thorsten Renk 2010-10-26 21:42:36 +02:00
Frederic Bouvier
a3813bda8d Urban shader using Quadtree Displacement Mapping 2010-10-25 22:37:05 +02:00
Frederic Bouvier
21ae0c8c69 To spare few GPU cycle 2010-10-03 09:15:33 +02:00
Frederic Bouvier
6e559ab4eb Restore old shader for quality level below 2 2010-10-03 08:57:33 +02:00
Frederic Bouvier
e4da5245e8 Merge commit 'refs/merge-requests/28' of git://gitorious.org/fg/fgdata into gral/water2 2010-10-03 08:48:20 +02:00
gral@who.net
43a69d8371 Small clean up 2010-09-30 01:46:52 +02:00
gral@who.net
3cdf9da27a Next version of water shader, some clean up 2010-09-30 01:29:16 +02:00
Frederic Bouvier
3e563df3a4 Remove reflection modulation by shininess factor (bump map alpha channel) 2010-09-26 08:41:50 +02:00
Stuart Buchanan
5d2845a540 Minor change to urban shader to mak building sides vertical. 2010-09-25 22:28:56 +01:00
Frederic Bouvier
2bc5c2177a Don't scale alpha when using reflection coefficient 2010-09-21 19:59:22 +02:00
Frederic Bouvier
52c646b2cc Better use of clamp 2010-09-21 09:21:44 +02:00
Frederic Bouvier
ee8d70b3bf Use specular factor of bumpspec map (alpha channel) to modulate reflection factor 2010-09-21 09:17:07 +02:00
Frederic Bouvier
d734e32bd5 Modified reflect effect to include bumpspec. Original effect untouched 2010-09-21 08:23:13 +02:00
Frederic Bouvier
a875bcbbb4 Add forgotten files 2010-09-10 21:49:16 +02:00
Frederic Bouvier
a0803ad074 Local Weather v0.85 by Thorsten Renk 2010-09-10 08:52:21 +02:00
gral@who.net
cf0f7c298c Fix: bringing back constantColor in crop shaders 2010-09-03 09:37:52 +02:00
gral@who.net
f08cd1f12d Forest pixel shader edit, reduce bias mix (was: bright forest) 2010-09-01 14:58:55 +02:00
gral@who.net
7bf4dc5795 Reactivate blue for forest.frag 2010-08-28 00:54:06 +02:00
gral@who.net
71a7c8cf72 Removed different colorstrips, flickering between forest/herbtundra 2010-08-28 00:38:20 +02:00
gral@who.net
269a999c4d Adding season colour in forest/herbtundra/glacier effects 2010-08-28 00:13:52 +02:00
Frederic Bouvier
9dc13921cd Merge commit 'refs/merge-requests/36' of git://gitorious.org/fg/fgdata into gral/glacier 2010-08-25 23:16:43 +02:00
gral@who.net
197200149c Better herbtundra colour and transition 2010-08-25 22:50:57 +02:00
gral@who.net
f5ba5006fd Better transitions 2010-08-25 20:56:19 +02:00
Frederic Bouvier
c41a732339 Merge commit 'refs/merge-requests/30' of git://gitorious.org/fg/fgdata into gral/glacier 2010-08-25 20:47:56 +02:00
gral@who.net
5fb6550b8e Changes for better terrain, but not so good forest 2010-08-25 20:08:23 +02:00
gral@who.net
d135816375 Getting the relief back for forest 2010-08-25 17:20:54 +02:00
gral@who.net
8e645e61f5 Added relief code to new effects and shaders 2010-08-24 14:53:42 +02:00
gral@who.net
64c5757f6d Working on transitions, adding herbtundra 2010-08-23 12:15:09 +02:00
Frederic Bouvier
e1726953c1 Fix a shader problem reported by Tat 2010-08-23 08:53:18 +02:00
gral@who.net
10f97d1718 New combination of snow and glacier/permanent snow 2010-08-22 23:05:46 +02:00
gral@who.net
1286a77977 Added vegetation level to the forest shader, at least for rock/forest in the 2010-08-21 22:47:56 +02:00
gral@who.net
1ee6d35136 Shader Crop: Adding snow and snowlevel adjustement, clean up 2010-08-21 16:51:13 +02:00
gral@who.net
07c6ffedc0 Adding snow and snowlevel adjustement 2010-08-21 14:27:25 +02:00
gral@who.net
5a39f0738c As always, I forgot to add the files 2010-08-21 13:10:19 +02:00
Tim Moore
cc5502c509 Merge branch 'topic/shaderopt' 2010-08-14 00:13:53 +02:00
Tim Moore
d27174028e shader optimizations
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
Tim Moore
43ab6827a3 eliminate constantColor from varying values 2010-08-14 00:13:15 +02:00
Vivian Meazza
c1e565403b Adjust contrail parameters, add missing file
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2010-08-07 11:13:26 +01:00
Vivian Meazza
b4f226c092 Add persistent contrail Shaders/contrail.frag Shaders/contrail.vert
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2010-08-01 22:54:35 +01:00
Tim Moore
c964caa845 workaround for gl_FrontFacing bug
gl_FrontFacing isn't well supported on some Macintosh / ATI combinations.
2010-06-15 19:29:24 +02:00
Frederic Bouvier
eb47297d94 Thorsten Renk: local weather 0.61 2010-06-04 23:05:32 +02:00
Vivian Meazza
505d87394d Fix for AMD - remove OpenGL reference
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2010-06-04 11:15:58 +01:00
timoore
74f70ee3e4 Another go at the landmass geometry shader, using fewer varying parameters
Author: Tim Moore <timoore@redhat.com>
2010-04-30 15:20:36 +00:00
fredb
b3760e64b5 Fix line endings 2010-04-24 16:47:01 +00:00
timoore
6e58bce8e5 Rewrote landmass geometry shader
I did several optimizations, including reducing to a bare minimum
shader computations and producing the geometry as one tristrip with
degenerate triangles. The result was an increase from 14 fps to 51 fps
(NVidia 8600M, ufo, ksfo).


Author: Tim Moore <timoore@redhat.com>
2010-04-22 14:56:34 +00:00
vmmeazza
1afa90694c Add layered clouds 2010-04-12 19:23:27 +00:00
fredb
52c46e87c9 Create effects for shrub type landmass with no or little height. Add a new shrub texture contributed by Yves 2010-04-11 08:36:36 +00:00
fredb
b73614b17a Remove snow from streets 2010-04-10 21:07:52 +00:00
fredb
64f351935b Add snow to urban shader 2010-04-10 17:32:07 +00:00
fredb
1a986d8747 Use quality level inside landmass fragment shader 2010-04-10 15:08:29 +00:00
fredb
714c500fa9 Use quality level inside urban fragment shader 2010-04-10 14:35:02 +00:00
fredb
5b063ad32b Fix file encoding. Please avoid UTF-8 for shaders. Older drivers don't like it. 2010-04-07 22:37:21 +00:00
vmmeazza
20535a3893 Bugfix - remove emissivity 2010-04-07 22:02:22 +00:00
vmmeazza
1b49358d0d Add mapping and noise 2010-04-02 14:02:48 +00:00
fredb
5d76d5f3f5 Landmass update: add a triangle for the ground and don't apply relief on it 2010-04-02 07:06:39 +00:00
fredb
d73a93f284 Disable self shadowing for now to gain some fps on older GPU. Should be configurable in the future 2010-04-01 20:59:17 +00:00
vmmeazza
f71d794866 Tie reflectivity to material shininess, and provide more user control via parameters.
Perpare for cube cross textures.
2010-03-31 09:11:44 +00:00
vmmeazza
6e99283904 Remove warnings 2010-03-29 09:50:54 +00:00
fredb
e0056383f3 Use geometry shader to give more relief to landmass 2010-03-29 06:13:43 +00:00
fredb
7ebe34e95c Put the color of night lighting in a uniform 2010-03-28 17:20:04 +00:00
fredb
24d8e9293c Add relief mapping to landmass effect 2010-03-28 17:00:19 +00:00
fredb
2a99305a28 Night lighting improvement suggested by Erik Hofman 2010-03-28 16:54:26 +00:00
vmmeazza
2c825cbef2 A simple reflection effect - needs this patch ftp://ftp.abbeytheatre2.org.uk/fgfs/Shader/Reflect/cube-map.patch which will be included in Simgear soon (hopefully). 2010-03-28 11:17:51 +00:00
stuart
6b4857ce8c Allow the snow level of the landmass shader to be set from the property system, and expose it in the rendering dialog. Could be used in future to set the snow level based on the current weather. 2010-03-27 14:02:56 +00:00
fredb
d8f6ccf49b Lessen fog in front of city light 2010-03-23 22:20:24 +00:00
fredb
f8e595361a Update to the urban shader. Support shadows, intersection with 3d objects and night lighting. 2010-03-22 22:00:44 +00:00
ehofman
ce1db5c859 Update to better highlight the reflections away from the sun 2010-03-22 10:07:04 +00:00
ehofman
164effede9 small update: multiply the diffuse and ambient settings by the bump(map) value. 2010-03-21 13:21:37 +00:00
fredb
8556d3c1ea Rewrote the bumpspec effect to fix light parameters 2010-03-20 18:00:26 +00:00
fredb
27968d4da9 Bump map shader contributed by Emilian Huminiuc. Should be inherited from to be used in models. 2010-03-16 07:21:47 +00:00
fredb
c9236ad565 First iteration of the urban effect with relief mapping. Relief map by HB-Gral. 2010-03-12 22:25:19 +00:00
timoore
dfb8181f34 more ATI fixes for crops and landmass shaders
Same problem with material state, except this time with the diffuse component.


Author: Tim Moore <timoore@redhat.com>
2010-02-12 14:43:26 +00:00
timoore
421ee253e6 fix shader bugs on ATI hardware
The main problem was using gl_FrontMaterial.ambient with a color mode
of AMBIENT_AND_DIFFUSE i.e., the fixed function path would take both the
ambient colors from the vertex color value. Also, some vertex shaders
were not writing gl_FrontColor even though the fragment shader was
accessing gl_Color.


Author: Tim Moore <timoore@redhat.com>
2010-02-12 11:38:53 +00:00
timoore
041aad9319 Fix implicit conversion from vec4 to vec3 in material animation shader
ATI doesn't like it.


Author: Tim Moore <timoore@redhat.com>
2010-02-03 08:36:05 +00:00
vmmeazza
b98fcba700 Add stencil light shaders by Lauri Peltonen (Zan).
Please Note:

There is a problem with this implementation when the light cone crosses
the near/far camera boundary.
2010-01-31 10:36:38 +00:00
timoore
bfaaef8aef Effects and shaders for material animations
Author: Tim Moore <timoore@redhat.com>
2010-01-27 17:52:18 +00:00
timoore
8c55e1b2bc update to a more recent version of the cloud shader
Author: Tim Moore <timoore@redhat.com>
2009-11-26 16:15:45 +00:00
timoore
ab97ee326a effect for clouds
Author: Tim Moore <timoore@redhat.com>
2009-11-26 10:44:44 +00:00
timoore
ffa9cae11c New tree rendering algorithm
Draw trees in two passes, opaque and transparent. This allows us to
have some transparency, which is better looking, and dispense with
sorting.


Author: Tim Moore <timoore@redhat.com>
2009-11-23 21:53:56 +00:00
timoore
00e7027dce Move hard wired tree shader to an effect
Author: Tim Moore <timoore@redhat.com>
2009-11-21 23:35:47 +00:00
timoore
971b6c3ef2 light two-sided polygons
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
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
Just like the fixed function pipeline


Author: Tim Moore <timoore@redhat.com>
2009-11-17 06:23:21 +00:00
timoore
8e2077e330 Created different default shaders for models.
These use the vertex color as the diffuse part of the lighting equation,
instead of both ambient and diffuse.


Author: Tim Moore <timoore@redhat.com>
2009-11-14 06:19:09 +00:00
jmt
1531446fb2 From Lauri Peltonen (Zan):
These two patches allow use of external shaders as the tree and 3d cloud
shaders. The shaders are Shaders/3dcloud.{frag|vert} and
Shaders/tree.{frag|vert}. If the shader files are not found, the
original shaders included in the source are used.

This makes testing modifications to the shaders easier and faster. End
users should see no difference when using this.
2009-09-29 07:41:11 +00:00
ehofman
f0ecd16f3c Removed a line too many. 2009-08-22 12:36:38 +00:00
ehofman
43027bcc00 comment out unused code and add proper reflections for specular and diffuse color 2009-08-22 12:08:32 +00:00
timoore
943ba2a4fe Till Busch - effects, shaders and textures for crop and water effects
Incorporated changes to effects file syntax. Changed Till's landmass
to mix in the base terrain texture. Some shader cleanup.

Also, add a GUI control for enabling shaders.
2009-08-08 10:17:58 +00:00
timoore
30f844c961 fixes to terrain shader
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