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8 commits

Author SHA1 Message Date
Stuart Buchanan
6a917a68b3 WS30: Revert to green channel for texture atlas 2021-12-18 21:55:17 +00:00
Stuart Buchanan
d4bd49f5f9 WS30: Multi-texture support, global coordinates
- Use fixed fg_modelOffset for global coordinates.  Fixes haze, snow,
noise
- Use updated texture atlas for mix, deetail, frain, dot, gradient
textures
- Hack transition_model until it is added as Uniform.
2021-11-28 19:31:07 +00:00
Stuart Buchanan
688bbbc167 WS30: Add zUpTransform and modelOffset, fix snow 2021-11-19 22:06:34 +00:00
Stuart Buchanan
d723b0b518 WS30 - Uniform Arrays and lighting model
Use Uniform Arrays instead of Texture1D.

Use ambient/diffuse/specular/shininess material
properties consistently across all WS30 shaders.

Use consistent shading model for photoscenery vs.
landclass to minimize visual difference.
2021-11-10 22:58:44 +00:00
Stuart Buchanan
6b943c5e5c WS30: Photoscenery shaders 2021-11-09 20:27:23 +00:00
Stuart Buchanan
bf55997a56 WS30: Improved ambient color
Previous we just applied gl_LightSource[0].ambient without
multiplying it by the texture itself, so it just lightened
everything.

This fixes that.  (ws30-ALS-detailed.frag still to do)
2021-11-05 19:55:05 +00:00
Stuart Buchanan
a442615c68 WS30: Fix WS30 fragment shaders 2021-08-21 17:15:15 +01:00
Stuart Buchanan
580c375d4b WS30: Use perlin texture to reduce tiling
Use a perlin noise texture to rotate some of the landclass
textures to reduce tiling.

Also add a quality=1 technique which uses it.
2021-01-26 20:17:17 +00:00