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543 commits

Author SHA1 Message Date
Fernando García Liñán
e745684c33 HDR: Use a better DFG LUT
The previous one had 8 bit precision, this one has 16 bit precision and is stored on a DDS texture.
2021-07-31 19:13:19 +02:00
Fernando García Liñán
467468ef3a HDR: Improve exposure and bloom handling 2021-07-31 19:13:19 +02:00
Fernando García Liñán
526491790e HDR: Improve envmap pre-filtering 2021-07-31 19:13:19 +02:00
Fernando García Liñán
5c1c28c536 HDR: Improve PBR Effect 2021-07-31 19:13:19 +02:00
Fernando García Liñán
871654c16f HDR: Better handling of the Sun
Add transmittance to the Sun illuminance value to get correct colors at every time of day.
Also improved the Sun disk rendering.
2021-07-31 19:13:19 +02:00
Fernando García Liñán
af29642423 HDR: miscellaneous changes
- Add an utility linearizeDepth function to help visualize the depth buffer for debug purposes.
- Use 'color0' instead of 'color' for all color attachments.
- Do not write to the HDR buffer if a fragment doesn't need shading (depth = 1).
2021-07-29 08:45:17 +02:00
Fernando García Liñán
9b9ae5cf38 HDR pipeline: even better atmospheric scattering
Implementation of "A Scalable and Production Ready Sky and Atmosphere Rendering Technique" by Sébastien Hillaire (2020).
2021-07-28 09:40:04 +02:00
Fernando García Liñán
016585e176 HDR pipeline: Use MRT to prefilter the environment map 2021-07-26 17:21:20 +02:00
James.Hester
c6b526f343 Create overlay mixing scales based on texture scale. 2021-07-26 11:13:00 +01:00
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
49fa42faac Add shaders for osgText 2021-05-14 22:45:36 +02:00
Erik Hofman
55209d40b5 Cleanup:
- 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
Stuart Buchanan
8a94ffa7e1 WS30 Use proper inheritance for ws30water 2021-05-08 20:41:58 +01:00
Erik Hofman
5abacfbaf4 Also use the new Gray-Alpha texture for water depth information for ws30 water too. 2021-05-07 15:39:48 +02:00
Erik Hofman
e741d069ab Use the new Gray-Alpha texture for water depth information for inland water too 2021-05-07 15:24:47 +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
Stuart Buchanan
c87798c610 WS30i: Initial coastlines 2021-05-03 15:47:13 +01:00
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
3497d531fc Add dummy techniques to model-combined.eff
This should fix issues with empty techniques in effects inheriting from model-combined.
2021-04-29 12:44:58 +02:00
Stuart Buchanan
4db5d00c16 Simplify building.eff, fix lack of orthoTexCoord 2021-04-25 21:36:02 +01:00
James Turner
bde07c8862 Fix inherits-from breaking lightmap.eff fallback 2021-04-22 10:29:59 +01:00
Fernando García Liñán
23f908665f Fix random buildings shader errors 2021-04-16 07:46:35 +02:00
Fernando García Liñán
b6c0e65a38 Fix terrain-overlay.eff not properly checking for geometry shaders 2021-04-02 21:44:17 +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
Stuart Buchanan
bd4b4ffbec WS30: Clean up WS30 Effect.
Remove redundant and possibly confusing texture assignment
2021-03-28 19:48:14 +01:00
Stuart Buchanan
0e578c1e78 WS30: Initial Water Effect and configuration
Separate Effect and configuration in landclass-mapping.xml
to identify which landclasses should use it.
2021-03-20 21:52:36 +00:00
Erik Hofman
f3ded8b3c2 Add support for snow on the rooftops 2021-03-02 11:51:27 +01:00
Scott Giese
09d6163ef7 Maintenance: cityLM Effort
remove leading slash
2021-02-27 00:26:39 -06:00
Stuart Buchanan
9d357e58e6 WS30: Improve ALS frame-rate
... by removing depth buffer check for scenery.
2021-02-06 18:01:58 +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
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
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
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
6a15207b42 Fix taxiway flickering at lower shader quality levels 2020-12-03 19:25:01 +01:00
Scott Giese
76f7f1b698 Photoscenery: Initial commit
Author: Nathaniel Warner
2020-11-23 19:48:01 -06:00
Stuart Buchanan
2a30377124 WS3.0: Remove Effect dependence on ALS.
For the moment, as we have only one technique, stop it from
only being active if ALS is active.
2020-11-21 22:07:40 +00:00
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
d2e5ad9d60 Remove unused fallback Effect 2020-11-17 15:28:01 +01:00
Fernando García Liñán
9b589f8061 Change shadow fallback technique index to -10
Canvas displays stop working with a technique index of 1000. There is no apparent reason for this, but changing it to 0 or a lower value fixes the issue. There doesn't seem to be any negative consequences from doing this.
2020-11-17 15:28:01 +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
d35c160a50 Add a dummy technique with index 7 to model-combined
This keeps backwards compatibility with aircraft that implement technique 7 from Rembrandt.
2020-11-17 00:15:09 +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
James.Hester
8de70d32d2 Remove requests to generate normals as these are no-ops, because
the Shaders do not access the generated attributes.
2020-05-03 07:29:34 +01:00
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