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