Tim Moore
d27174028e
shader optimizations
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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
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
30f844c961
fixes to terrain shader
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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