1
0
Fork 0
Commit graph

620 commits

Author SHA1 Message Date
Fernando García Liñán
9eaef501c7 HDR pipeline: a lot of improvements to atmospheric scattering 2021-07-26 12:11:37 +02:00
Fernando García Liñán
1215f1eba2 HDR pipeline: add placeholder shaders for WS 3.0 2021-07-24 13:35:53 +02:00
Fernando García Liñán
96313e7eb0 Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00
Fernando García Liñán
d15b61e9b5 Reorganize the shadow mapping functions
- Removed the multiple return statements, as they can be problematic with older GLSL 120 compilers
- Removed debug flags
- Moved code to separate functions for readability
- Reduced the band size to 0.1 to make more use of the higher quality cascades
2021-06-17 18:18:27 +02:00
Fernando García Liñán
49fa42faac Add shaders for osgText 2021-05-14 22:45:36 +02:00
Erik Hofman
8c01478ed8 It's now possible to create a overrides of water colour and shallowness for waterbodies through regional definitions. Note: Overrides are constant and apply throughout the waterbody. This is mainly useful for inland waterbodies.
- Added overrides as parameter values for: water floor_colour (vec3 RBG colours. Range: 0 to 1. Defaults: old inland map colour, a blue ocean colour.), water_shallowness (Same as depth map texture. Range: 0 to 1. Defaults: 1.0 inland, 0.7 ocean). The corresponding texture lookup branches are also gated by these uniform flags for performance reasons.
2021-05-10 11:52:45 +02:00
Erik Hofman
3ae3f95abd Use the alpha channel of the depth map 2021-05-09 14:26:18 +02:00
Erik Hofman
055ce55be4 Use a Gray-Alpha texture for water depth information and use the globe-colors.jpg texture for water color. 2021-05-07 15:14:56 +02:00
Erik Hofman
79e1ca771f Perfect the water depth calculation based on water colors 2021-05-03 14:36:07 +02:00
Erik Hofman
d145a52ac1 I forgot that the ocean depth was in the alpha channel but work around that by using the RGB colors to do the same 2021-05-02 13:01:52 +02:00
Fernando García Liñán
23f908665f Fix random buildings shader errors 2021-04-16 07:46:35 +02:00
Fernando García Liñán
4099044b65 Fix incorrect lightmap intensity with lightmap-multi=0 2021-04-15 11:12:07 +02:00
Fernando García Liñán
69387f09f4 Reduce shader complexity and implement graphics presets
- All non-ALS Effects have been removed (except generic ones from model-default and terrain-default).
- The rendering dialog has been reworked to accomodate the changes.
- All necessary properties have been added to graphics-properties.xml
- Five graphics presets have been added: Minimal, Low, Medium, High and Ultra.
- Some unused properties have been removed from defaults.xml
2021-03-31 04:05:34 +02:00
Scott Giese
101ff86ec5 Revert "White Text Issue: Initial shaders"
This reverts commit eb88b44dbe.
2021-03-01 21:11:29 -06:00
Scott Giese
eb88b44dbe White Text Issue: Initial shaders 2021-02-27 00:27:53 -06:00
Stuart Buchanan
d887e4b22d WS30: Add Texture rotation to ALS shader 2021-02-02 15:24:41 +00:00
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
Stuart Buchanan
d058b514f2 WS30: Add basic shaders 2021-01-23 17:15:12 +00:00
James Turner
9355d464c1 Fix shader-based buildings on AMD/macOS 2021-01-22 20:59:34 +00:00
Erik Hofman
40e871a911 Implement a simple snow shader for the low quality levels 2021-01-19 11:10:44 +01:00
Fernando García Liñán
63fbe7d525 Fix missing forward declaration in forest shader 2021-01-10 16:40:05 +01:00
Fernando García Liñán
21a6e20701 Tweak shadow offset parameters and cascade ranges
This should hopefully fix some shadow acne edge cases.
2021-01-05 11:24:19 +01:00
Fernando García Liñán
916322d0ed Add clustered shading support to most Effects and shaders 2020-12-23 11:10:34 +01:00
Fernando García Liñán
7158dfdff3 Revert "Add clustered shading support to most Effects and shaders"
This reverts commit b3237e207a.
2020-12-22 17:22:05 +01:00
Fernando García Liñán
b3237e207a Add clustered shading support to most Effects and shaders 2020-12-22 10:53:31 +01:00
Fernando García Liñán
a058bed4d5 (Another) significant rework of the clustered shading feature 2020-12-22 10:53:31 +01:00
Stuart Buchanan
ba89f4c153 WS30: Improved material atlas
Add
- texture size
- shininess
- diffuse
- specular

from material.xml into the fragment shader via sampler1D.
2020-12-08 21:15:13 +00:00
Fernando García Liñán
00b465b84f Decrease shadow mapping bias and better 3rd cascade depth range 2020-12-06 14:44:03 +01:00
Stuart Buchanan
3e3593119c WS30: Shader change to use texture atlas
These changes use the generated Texture2DArray for
texture lookup, supporting arbritary sets of material
textures.
2020-12-05 13:11:59 +00:00
Fernando García Liñán
3f489619c5 Fix landmass geometry shader errors
It was using features from GLSL 120 and 150. Only use 120 features for now.
2020-12-03 23:24:40 +01:00
Scott Giese
5512934374 Photoscenery: patch to fix missed merge items.
Author: Nathaniel Warner
2020-11-23 20:55:30 -06:00
Scott Giese
76f7f1b698 Photoscenery: Initial commit
Author: Nathaniel Warner
2020-11-23 19:48:01 -06:00
Fernando García Liñán
7c16104149 Add the possibility to use shadow mapping on model-interior 2020-11-17 17:21:01 +01:00
Fernando García Liñán
ed3cbf96ff Make model-interior use a separate vertex shader
generic-ALS-base.vert uses shadows, while model-interior does not.
2020-11-17 00:57:56 +01:00
Fernando García Liñán
fc33a8d71a Fix non-ALS runway shader not implementing shadows 2020-11-17 00:41:02 +01:00
Fernando García Liñán
a3a8f9123e Make Compositor default
- Remove all Compositor Effects and Shaders.
- Unify the low-spec and ALS pipelines in a single pipeline called 'Classic'.
- Readd shadow mapping.
- Move the WS30 Effect and fragment shader out of the Compositor-specific directories.
2020-11-16 13:46:30 +01:00
Erik Hofman
167cbc6a3d Changing file permissions to remove execute bit 2020-09-02 09:42:36 +02:00
Eatdirt
6f4279a5ed Remove rgb normalization and relax cut on NdotL to positive or null (fix visible redcuts) 2020-07-12 18:40:38 +02:00
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