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Author SHA1 Message Date
Frederic Bouvier
0fa470269f Fix issue #246 http://code.google.com/p/flightgear-bugs/issues/detail?id=246 by Lauri Peltonen 2011-02-17 23:28:36 +01:00
Tim Moore
d27174028e shader optimizations
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
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
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
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
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