Stuart Buchanan
eaf03b6005
Add object shadows to water
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commit 918aa4402143638133153dff722ef3a6b4feead7
Author: vs <vs2009@mail.com>
Date: Sat Nov 20 23:38:52 2021 +1000
ALS water effect & shaders:
Add object shadows for water in a similar fashion to terrain.
Add commented out code of what should be the shader part of clustered lighting for the compositor. getClusteredLightsContribution() normally multiplies the texel by light contributions. It is fed input such that the light contribution term is similar to secondary lights in the water lighting equation, and both are added together.
2021-12-05 14:15:27 +00:00
Fernando García Liñán
9983a0c68c
HDR: Water rendering
2021-08-25 04:17:09 +02:00
Erik Hofman
55209d40b5
Cleanup:
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- water.eff: technique 2: air_pollution uniform is not used by water-ALS-base.frag
- water.eff: ocean_flag is now a parameter
- water-inland.eff now inherits from water.eff as it's a copy, except for ocean_flag value
2021-05-10 11:52:28 +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
6d0c1439f0
There is no reason not to keep ocean_depth_1 as a JPEG file saving around 120MB of diskspace (and installer space)
2021-05-01 12:55:16 +02:00
Fernando García Liñán
69387f09f4
Reduce shader complexity and implement graphics presets
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- 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
Fernando García Liñán
a3a8f9123e
Make Compositor default
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- 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
Thorsten Renk
7c72687ed7
ALS: rotor wash effect for volumetric grass and water shaders
2017-06-27 11:01:23 +03:00
Thorsten Renk
662d782f98
Groundwork for ALS g-force blackout filter, WIP
2017-03-03 19:50:13 +02:00
Thorsten Renk
bb8e93da97
Enable filtering for ALS lower quality terrain, water and model shaders
2016-03-27 20:27:32 +03:00
Thorsten Renk
8bf55eec3c
More work on ALS filter code - noise and vignette for night vision, IR vision work
2016-03-17 14:40:37 +02:00
Thorsten Renk
5bd2faab04
Preparation for filtering (gamma, brightness, night vision) for ALS
2016-03-14 11:43:55 +02:00
Thorsten Renk
def0ee20d4
Vertical offset for ALS landing lights by Wayne Bragg
2015-10-22 12:06:12 +03:00
Thorsten Renk
f2c81c9dcb
ALS maintenance, haze color balance at low light improved and dependent on air pollution
2014-12-11 13:02:40 +02:00
Clément de l'Hamaide
f6f433529f
Revert "UniformFactory: merge current uniform per <name> of effect"
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Talking with Emilian about this commit, we came to the conclusion we don't want share uniform between .eff file
This reverts commit 91a6a27f32ee5f79e1d7e0d4570e879a902de58f.
2014-11-16 22:09:41 +01:00
Clément de l'Hamaide
95640a1b6f
UniformFactory: merge current uniform per <name> of effect
2014-11-16 20:21:20 +01:00
Thorsten Renk
6376ba1964
Improvements to sky reflection in ALS water shaders
2014-10-31 12:25:59 +02:00
Thorsten Renk
17b03d0b99
Bugfixes for ALS water shader lower terrain quality inconsistencies
2014-10-11 16:46:12 +03:00
Thorsten Renk
b2fd34b3f4
ALS secondary lights work on water
2014-10-09 10:52:44 +03:00
Thorsten Renk
4ac3620f5b
Rayleigh scattering for light reflected from the terrain, leading to blue hazy distance effects and redshift of reflected sunlight, work in progress, only terrain and water done
2014-10-03 13:49:38 +03:00
Clément de l'Hamaide
1fa06dc92f
Merge Textures.high into Textures
2014-08-27 19:40:36 +02:00
Thorsten Renk
572a720388
Cloud shadows for water shader effect
2014-03-11 12:25:47 +02:00
Thorsten Renk
4a2d427a85
Ocean depth map support for ALS
2013-11-23 12:15:52 +02:00
Clément de l'Hamaide
cad2dc9e06
Fix missing elements in texture declaration in effects files. Fixes bug #1267
2013-11-18 03:17:58 +01:00
Vivian Meazza
cad41c4eff
Sea collour effect by Emilian Huminiuc
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Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2013-11-03 18:41:12 +00:00
Thorsten Renk
c937881caf
Shader trick to generate surf at steep coastlines
2013-06-07 14:35:25 +03:00
Thorsten Renk
c877c8b4e5
3d noise based fog and deeper shadows for lower quality terrain, urban and water shaders
2013-04-22 10:02:14 +03:00
Thorsten Renk
df35c11af2
Packice overlay and water color variations for high quality water shader in Atmospheric Light Scattering
2013-04-15 14:29:04 +03:00
Thorsten Renk
4426b4a301
Bugfix for lower quality water shader in Atmospheric Light Scattering
2013-02-04 14:52:14 +02:00
Thorsten Renk
c1157b762a
The ultra-terrain shader
2013-01-21 13:57:18 +02:00
Thorsten Renk
ed80612c98
Atmospheric Light Scattering update
2012-12-05 20:31:27 +00:00
Emilian Huminiuc
b650a0eb51
Make sure shaders are disabled as long as /sim/rendering/shaders/quality-level is 0 or non existing.
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This should help those checking out models in fgviewer
To enable effects in fgviewer run it with:
fgviewer --prop /sim/rendering/shaders/quality-level -1
Also fix random buildings not showing up when model shader was set to 0 and generic was enabled.
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-11-18 00:39:02 +02:00
Thorsten Renk
3c1ee0527b
Shader updates
2012-10-06 21:13:50 +01:00
Emilian Huminiuc
faf9b41d8f
remove unnecessary dependency on GL_EXT_gpu_shader4
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Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-07-13 20:40:41 +03:00
Emilian Huminiuc
ce18b24ba9
fix water specular with Rembrandt
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Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-06-25 21:15:32 +03:00
Emilian Huminiuc
174f40d52b
Adapt water shader to Rembrandt
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Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-06-24 20:18:46 +03:00
Emilian Huminiuc
6ef4f5eca0
Make water efect use png textures by default, and rely on their dds counterparts only when using the dds materials file.
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Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-06-16 18:57:14 +03:00
Vivian Meazza
9657518663
Optimise water shaders after ideas and suggestions by Thorsten Renk
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Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2012-05-05 19:59:22 +01:00
Flightgear Development
2b972341b3
Terrain Haze v1.3
2012-04-26 17:22:58 +03:00
Emilian Huminiuc
4df2af2cef
SHADERS:fix "unified" fog function.
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Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-02-14 18:39:58 +02:00
Torsten Dreyer
22aeda4a04
cleanup water shader properties, interpolate sea-surface wind
2012-01-20 12:47:11 +01:00
James Turner
37a964ec92
Re-arrange effects using texture units >= 8 down to unused lower-numbered units. Especially move the noise texture down to the first available slot.
2012-01-11 23:22:44 +00:00
Gijs de Rooy
6c971211b8
Quality slider overwrites custom shader settings. All effects now listen to the new sim/rendering/shaders/<foo> properties.
2011-12-12 17:04:36 +01:00
Vivian Meazza
746b38ca9c
Adapt to new rendering gui
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Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-12-01 21:44:10 +00:00
James Turner
dc3d2b5b49
Remove an unused sampler from the water shader, which caused OpenGL errors on Mac+Ati.
2011-10-28 16:09:09 +01:00
Vivian Meazza
d45670baa8
Water shader PhaseII improvements.
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Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-10-07 12:46:01 +01:00
Vivian Meazza
e758deced1
Add foam to water effect. Based on work by Emilian Huminuc.
2011-09-26 23:35:20 +01:00
Vivian Meazza
ee01294e6e
Update effect to use modified shader
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Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-09-22 15:31:42 +01:00
Frederic Bouvier
755a6a4d1a
Remove reference to inexistant texture
2010-10-13 08:14:20 +02:00
Frederic Bouvier
6e559ab4eb
Restore old shader for quality level below 2
2010-10-03 08:57:33 +02:00