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57 commits

Author SHA1 Message Date
Thorsten Renk
31c2312732 Prepare rock and base terrain effect for ALS filtering 2016-03-28 13:25:47 +03:00
Thorsten Renk
bb8e93da97 Enable filtering for ALS lower quality terrain, water and model shaders 2016-03-27 20:27:32 +03:00
Thorsten Renk
cbc851d415 Extend ALS flitering to more effects 2016-03-18 09:32:34 +02:00
Thorsten Renk
8bf55eec3c More work on ALS filter code - noise and vignette for night vision, IR vision work 2016-03-17 14:40:37 +02:00
Thorsten Renk
5bd2faab04 Preparation for filtering (gamma, brightness, night vision) for ALS 2016-03-14 11:43:55 +02:00
Thorsten Renk
def0ee20d4 Vertical offset for ALS landing lights by Wayne Bragg 2015-10-22 12:06:12 +03:00
Thorsten Renk
f2c81c9dcb ALS maintenance, haze color balance at low light improved and dependent on air pollution 2014-12-11 13:02:40 +02:00
Clément de l'Hamaide
f6f433529f Revert "UniformFactory: merge current uniform per <name> of effect"
Talking with Emilian about this commit, we came to the conclusion we don't want share uniform between .eff file
This reverts commit 91a6a27f32ee5f79e1d7e0d4570e879a902de58f.
2014-11-16 22:09:41 +01:00
Clément de l'Hamaide
95640a1b6f UniformFactory: merge current uniform per <name> of effect 2014-11-16 20:21:20 +01:00
Thorsten Renk
8cf4460729 Cleanup and skylight reflection improved ALS wet runway effect 2014-11-01 15:42:54 +02:00
Thorsten Renk
f8f8e9b709 ALS secondary lights and Rayleigh haze for models, cleanup of naming conventions 2014-10-12 11:13:58 +03:00
Thorsten Renk
77e5cc4c9f Tentative fix for taxiway line z-fighting within ALS 2014-10-10 11:20:19 +03:00
Thorsten Renk
f3cc0ac539 Optional second landing light and light offset control for ALS 2014-10-06 09:43:51 +03:00
Thorsten Renk
33d1d8c70d Generic secondary lights (landing light and searchlight) for ALS 2014-10-05 14:08:29 +03:00
Thorsten Renk
4ac3620f5b Rayleigh scattering for light reflected from the terrain, leading to blue hazy distance effects and redshift of reflected sunlight, work in progress, only terrain and water done 2014-10-03 13:49:38 +03:00
Clément de l'Hamaide
1fa06dc92f Merge Textures.high into Textures 2014-08-27 19:40:36 +02:00
Thorsten Renk
17799e8450 Vertically stratified noise function for ALS 2014-05-14 13:01:14 +03:00
Thorsten Renk
364cc9b087 Cleanup in shader code 2014-04-24 09:33:06 +03:00
Thorsten Renk
4ea8047b69 ALS terrain shader uses noise library 2014-04-17 12:23:45 +03:00
Thorsten Renk
3a87e5a514 Experimental support for cloud shadows on the terrain 2014-03-10 10:29:14 +02:00
James Turner
830f8dacee Fix depth-writes after early-Z kill. 2014-01-15 09:42:54 +00:00
James Turner
2c3da82ccd Remove fill-rate burning early-Z passes.
Remove heavy early-Z passes from various default rendering effects.
Equates to a 25% FPS gain on Mac (no difference on my Linux box).

(Early-Z is fine in principle, but should use trivial shaders and no
lighting, texturing or fog. In local testing no measurable benefit
was found in even a true early-Z pass)
2014-01-13 20:22:39 +00:00
Clément de l'Hamaide
cad2dc9e06 Fix missing elements in texture declaration in effects files. Fixes bug #1267 2013-11-18 03:17:58 +01:00
Thorsten Renk
b3bb82dd88 Wind effects on vegetation for Atmospheric Light Scattering: movement of trees and hires terrain texture noise simulating vegetation and debris movement 2013-06-07 13:31:34 +03:00
Thorsten Renk
deba78c4da Autumn colors by pixel postprocessing with color rotation encoded in the terrain texture alpha channel, used for Atmospheric Light Scattering 2013-02-11 14:01:31 +02:00
Thorsten Renk
930b3d4fd5 Configurable parameter support for detailed terrain shader quality level 2013-02-06 15:13:25 +02:00
Thorsten Renk
c1157b762a The ultra-terrain shader 2013-01-21 13:57:18 +02:00
Thorsten Renk
ed80612c98 Atmospheric Light Scattering update 2012-12-05 20:31:27 +00:00
Emilian Huminiuc
b650a0eb51 Make sure shaders are disabled as long as /sim/rendering/shaders/quality-level is 0 or non existing.
This should help those checking out models in fgviewer
To enable effects in fgviewer run it with:
fgviewer --prop /sim/rendering/shaders/quality-level -1
Also fix random buildings not showing up when model shader was set to 0 and generic was enabled.
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-11-18 00:39:02 +02:00
Thorsten Renk
3c1ee0527b Shader updates 2012-10-06 21:13:50 +01:00
Stuart Buchanan
4ec24853a8 Create an Environment Settings dialog for non-weather environment settings
such as snow level, dust, wetness, and texture set.

Also add a parameter to control whether the snow level moves with METAR,
and retire /environment/mysnow-level-m.
2012-08-09 22:52:51 +01:00
Frederic Bouvier
c20b4b1fbb No code change - Improve readability by reindenting files 2012-08-08 09:03:00 +02:00
Thorsten Renk
9be134b34d Procedural Texturing 2012-08-07 09:01:14 +02:00
Emilian Huminiuc
b1b263b483 Rmove stray .dds references in terrain-default.eff and non-dds materials file
This should hopefuly prevent any dds files from being loaded when using the default/regional materials file
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-07-13 13:35:19 +03:00
Flightgear Development
23536748f7 Terrain haze bugfixes 2012-06-11 20:23:31 +02:00
Frederic Bouvier
5cfca250b1 rename /sim/rendering/rembrandt -> /sim/rendering/rembrandt/enabled
and put rembrandt-related properties in /sim/rendering/rembrandt/
2012-05-12 09:20:04 +02:00
Frederic Bouvier
7e1ed19307 Put encode_gbuffer in a separate shader to please ATI and/or Mac OSX that doesn't like to have gl_FragData and gl_FragColor in the same program, even if one is never called 2012-05-04 09:34:00 +02:00
Frederic Bouvier
b1938ce785 Remove duplicated technique 2012-04-27 09:19:16 +02:00
Flightgear Development
2b972341b3 Terrain Haze v1.3 2012-04-26 17:22:58 +03:00
Frederic Bouvier
6c407de9cf Remove unneeded requirement. Should help older card with Rembrandt 2012-04-16 22:49:38 +02:00
Frederic Bouvier
c05b12a6ab Change normal encoding method to get rid of RG16 textures and buffers 2012-04-13 00:01:12 +02:00
Frederic Bouvier
70fa98dc86 Move skydome techine to make room for other techniques 2012-04-09 18:49:23 +02:00
Frederic Bouvier
c4390ae31a Change default effects attached to terrain and models
Add a technique that initialize the buffers of the Rembrandt renderer
     (use Multi Render Target)
  Renumber techniques that depends on old technique 10 (now 11) of model-default
2012-03-25 19:03:52 +02:00
Frederic Bouvier
ebc1002139 Sunrises 1.2 by Thorsten Renk 2012-03-08 23:22:27 +01:00
Emilian Huminiuc
4df2af2cef SHADERS:fix "unified" fog function.
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-02-14 18:39:58 +02:00
Gijs de Rooy
6c971211b8 Quality slider overwrites custom shader settings. All effects now listen to the new sim/rendering/shaders/<foo> properties. 2011-12-12 17:04:36 +01:00
Vivian Meazza
58dc77ad22 Bugfix
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-12-02 14:25:41 +00:00
Vivian Meazza
8a8e229e21 bugfix
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-12-01 23:13:39 +00:00
Vivian Meazza
8d36139f22 Migrate to Gijs' new gui
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-12-01 21:47:42 +00:00
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