Emilian Huminiuc
4df2af2cef
SHADERS:fix "unified" fog function.
...
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-02-14 18:39:58 +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
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
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