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582 commits

Author SHA1 Message Date
Stuart Buchanan
fc27175690 Reduce shader attribute usage by packing floats
Previously we required 6 shader attributes to pass
in all the required information for the building shader.
By using packing techniques this has been reduced to 4.

This should improve support for integrated graphics cards.
2020-03-26 22:06:21 +00:00
Delta Echo
73d7e5e1c2 Fix bug about body width 2020-03-02 10:05:17 +00:00
Delta Echo
e727d6d4e3 Implement rotation into wingflex shader 2020-02-23 17:49:02 +00:00
Delta Echo
3bf12ce8e7 Minor changes, use int for type instead of organic bool 2020-02-01 11:38:39 +01:00
Delta Echo
be7e278f1c Improve wingflex shader+effect 2020-01-31 16:52:20 +01:00
Stuart Buchanan
119fb5efe2 Random Buildings - improved texture mapping
Previously the front and side faces of random/OSM buildings
had identical texture coordinates.  This resulted in the sides
of buildings texture mapping being squeezed or stretched.

This change generates a separate texture mapping for the sides
of the buildings.
2019-11-23 17:08:04 +00:00
Stuart Buchanan
564e7b31fd Shader buildings multiple roof types
Shader buildings now support different roof types
- flat
- gabled
- hipped
- pyramidal

Primarily for osm2city use.
2019-10-08 21:39:40 +01:00
Thorsten Renk
1ab8786d37 Fix for light point sprite shader when light definition is initially small and creates nmerical issues 2019-10-06 11:26:42 +03:00
Stuart Buchanan
87e9118965 Shader buildings - split wall and roof tex index
Previously there was very limited texture variations
as a given texture index was used for both the wall
and ceiling.  Now these can be specified separately,
allowing for more variation in both STG defined and
random buildings.

Requires simgear commit 053bda26a43314a91b01b08cd4617da82f7ab807
2019-09-25 21:56:22 +01:00
Stuart Buchanan
4784a929d7 Instance based random buildings
Replace random buildings with one using proper instancing.
Also implement more control over rendering of random buildings.
see README.scenery for details.
2019-08-20 17:02:27 +01:00
Fernando García Liñán
6d58c143c0 Added dithering as an ALS post-processing effect to prevent banding 2019-04-21 18:53:19 +02:00
Scott Giese
f43ea66022 Cliffs effect and fragment shader by James Hester.
Based on rock-ALS.frag and rock.eff.
2019-03-31 15:28:34 -05:00
Thorsten Renk
3e4234717b ALS: Traffic shader uses car images on texture - artwork by Gilberto Agostinho 2019-01-14 13:57:02 +02:00
Thorsten Renk
d4cd51b43b ALS: Improve snow rendering of procedural rock shader 2018-09-17 11:21:35 +03:00
Thorsten Renk
d8c0387744 ALS: Fix rainbow fringing order in Cirrus clouds 2018-09-05 09:20:20 +03:00
Thorsten Renk
7552c2921e ALS: Add display effect - dust overlay texture provided under GPL 2+ by Martin Litzenberger 2018-09-01 09:54:42 +03:00
Thorsten Renk
a4960e14fa ALS: Detailed scattering model for light on Cirrus clouds 2018-09-01 09:42:34 +03:00
Thorsten Renk
cce0fac2f8 ALS: New cloud rendering detail level with more dramatic Mie scattering at cloud fringes done inside fragment shader 2018-08-30 09:17:36 +03:00
Thorsten Renk
d0789a1907 ALS: tentative fix for skydome monolith artifact - apparently this is a numerical accuracy issue (?) 2018-02-13 15:00:21 +02:00
Thorsten Renk
69e8d90247 ALS: Tentative fix for random building fog issue II - fall back to old up-vector computations when building flag is set 2018-02-11 09:46:21 +02:00
Thorsten Renk
1407ff3166 ALS: do not clamp haze color in object shaders, this leads to mismatch with terrain at high light intensity 2018-02-09 14:08:01 +02:00
Thorsten Renk
d9e55dc2e5 Improvements to Earthview: enable changing cloud density, fix aurora z-ordering issue, let moonlight give a relief effect to clouds 2018-01-29 09:25:38 +02:00
Thorsten Renk
e5f4b0a511 More infrastructure for perception filtering of moonlight 2017-11-13 10:27:25 +02:00
Nikolai V. Chr
3283e9721f Ported the specular lightning from combined shader to ALS interior detailed shader, to make the spot independent of view direction. 2017-10-10 18:11:59 +02:00
Nikolai V. Chr
a206b3cb51 Change to the up vector used in sky irradiance light in ALS shader.
Models that are xml offset with pitch, heading or yaw should now be correct lighted.
2017-10-10 17:58:32 +02:00
Thorsten Renk
a7e2ffc869 Some fixes for the ALS overlay shader 2017-09-18 12:47:21 +03:00
Thorsten Renk
1c00d1d7d6 Tentatively make ALS grass shader more palatable to AMD/Radeon 2017-09-18 12:38:19 +03:00
Thorsten Renk
affad6c43f Remove unused g_num_layers from grass shaders 2017-09-16 09:47:14 +03:00
Thorsten Renk
7df5690f08 ALS terrain overlay shaders, not yet used, terrain definitions will follow post-release 2017-09-16 09:44:18 +03:00
Thorsten Renk
4e41f9b9be Make ALS procedural light shader palatable to nouveau driver 2017-09-01 12:57:11 +03:00
Thorsten Renk
7c72687ed7 ALS: rotor wash effect for volumetric grass and water shaders 2017-06-27 11:01:23 +03:00
Thorsten Renk
746e80547e ALS - begin infrastructure for moonlight perception filtering 2017-06-18 10:08:39 +03:00
Thorsten Renk
79244fd5e4 ALS model shader: allow dirt overlay to change surface reflectivity, add grain merge reflection type to space shader 2017-06-18 09:35:32 +03:00
Thorsten Renk
0df35c2516 ALS space shader: Allow dirt overlay to influence glow visuals 2017-06-14 15:06:05 +03:00
Thorsten Renk
0ce15870f3 ALS road shader: show car tail lights dependent on view direction, change road lighting model such that high traffic density causes additional illumination 2017-06-11 09:42:47 +03:00
Thorsten Renk
32ff0056ef Daily variation of road traffic with commuter rush hours based on actual traffic studies for ALS road shader 2017-06-09 12:07:51 +03:00
Thorsten Renk
290f22d5ef ALS volumetric grass responds to wind 2017-06-08 13:19:59 +03:00
Thorsten Renk
a7b916a244 ALS model effect accepts a snow flag to let OSM building roofs be snow-covered in winter 2017-06-03 18:01:02 +03:00
Thorsten Renk
0b6ef218b1 Glow effect for ALS space shader, converting a temperature into surface blackbody radiation color 2017-05-26 12:19:06 +03:00
Thorsten Renk
8f7ab7e725 Volumetric grass effect for ALS utilizing a geomerty shader, based on work by Fernando Garcia Linan 2017-05-24 15:16:30 +03:00
Thorsten Renk
54f08d8891 Reverse traffic direction on dual-lane roads in ALS traffic shader 2017-05-15 09:55:28 +03:00
Thorsten Renk
1a0e8d22cb Support for dual-lane highways in ALS road shader 2017-05-13 13:22:22 +03:00
Thorsten Renk
0eff76715e Tentative fix for ALS cloud shadows leaking upward above cloud layer 2017-05-13 13:04:04 +03:00
Thorsten Renk
d7df75bff2 ALS road shader renders no lightmap when diffuse material red is zero, apply color correction for car headlights to avoid blending with base lightmap color 2017-05-09 18:19:23 +03:00
Thorsten Renk
2f99804dba More variation for the ALS aurora simulation, WIP 2017-04-27 14:18:55 +03:00
Thorsten Renk
60f63cb2af Earthview: support for heightmapping and moonlight illumination 2017-04-20 11:27:47 +03:00
Thorsten Renk
f5be115145 Another ALS HUD bugfix, cannot have two uniforms named the same 2017-04-19 09:52:53 +03:00
Thorsten Renk
b50af8ff47 Bugfix and noise seed option for ALS thrust flame shader 2017-04-17 10:30:49 +03:00
Thorsten Renk
48768ee9d2 Earthview 2.1 - parallax mapping for cloud layer, lightning at night, Rayleigh scattering in atmosphere and minor bugfixes 2017-04-05 16:50:31 +03:00
Erik Hofman
fdb76cb689 Thorsten Renk: since the 2d and 3d shadow share the fragment shader, you've unfortunately just broken the 2d shadow technique which does not generate varying alpha_correction in the vertex shader 2017-03-25 14:34:19 +01:00