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
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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
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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
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
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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