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Author SHA1 Message Date
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
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
- 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
- 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"
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
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.
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
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-07-13 20:40:41 +03:00
Emilian Huminiuc
ce18b24ba9 fix water specular with Rembrandt
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-06-25 21:15:32 +03:00
Emilian Huminiuc
174f40d52b Adapt water shader to Rembrandt
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.
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
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.
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
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.
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
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
gral@who.net
3cdf9da27a Next version of water shader, some clean up 2010-09-30 01:29:16 +02:00
sydadams
6e4fce2e8d changed condition properties so each coud be enabled from the dialog 2009-10-08 02:53:37 +00:00