Fernando García Liñán
eed433ce9f
HDR: Use stencil buffer for optimization purposes
2021-08-23 12:44:26 +02:00
Fernando García Liñán
8662ce0a86
HDR: Add SMAA as the default antialiasing technique
2021-08-23 01:05:41 +02:00
Fernando García Liñán
b79d09d45f
HDR: Prevent materials with roughness=0 from blowing out the lighting
2021-08-22 18:01:30 +02:00
Stuart Buchanan
a442615c68
WS30: Fix WS30 fragment shaders
2021-08-21 17:15:15 +01:00
Fernando García Liñán
b52fe3bf34
HDR: Remove glass.eff minimum alpha hack
2021-08-19 20:19:55 +02:00
Fernando García Liñán
7ff31e9004
HDR: Properly handle AC3D transparent materials
2021-08-19 18:20:37 +02:00
Fernando García Liñán
765a7d88f5
HDR: Use precomputed uniforms in the skydome shader
2021-08-19 14:06:25 +02:00
Fernando García Liñán
94f4007793
HDR: Use precomputed uniforms for atmospheric scattering
2021-08-19 12:50:16 +02:00
Fernando García Liñán
212f8fdab9
HDR: Add support for glTF transparent objects
2021-08-19 01:42:32 +02:00
Fernando García Liñán
05994100ea
HDR: Better handling of model-combined for backwards compatibility
2021-08-18 12:27:03 +02:00
Fernando García Liñán
f5bc6df9fb
HDR: Use a reversed depth buffer to increase precision and avoid Z-fighting
2021-08-17 20:58:48 +02:00
Fernando García Liñán
13df616ca6
HDR: Support glTF models
2021-08-16 17:10:01 +02:00
Fahim Imaduddin Dalvi
81af0f37c2
Shader-based scenery lights.
...
This commit implements shader-based scenery lights with support for
efficient rendering of a large number of lights, animations and
directionality. Detailed commit log can be found at [1]. Detailed
discussions can be found on the mailing list [2][3][4].
[1] https://sourceforge.net/u/fahimdalvi/fgdata/ci/feat/scenery-shader-lights/~/tree/
[2] (Timed animation stops working in certain configurations) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/4A7AC359-63B3-4D8A-815B-09823BCEFF27%40gmail.com/#msg37095923
[3] (Shader-based scenery lights) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/63E3C131-7662-4F59-B2E6-03208C78EF96%40gmail.com/#msg37190517
[4] (Shader-based scenery lights Part 2) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/74F18179-CA34-4901-A44E-15498ECC230A%40gmail.com/#msg37331695
2021-08-07 21:42:20 +03:00
Fernando García Liñán
4d34115177
HDR: Increase maximum distance of aerial perspective
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
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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
a00f7ddfaf
HDR: Fix Earth appearing to be "rounder" than normal
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We have to compensate for the fact that the sky-view LUT contains the view from the camera, but the skydome remains fixed on the ground.
2021-07-29 11:55:01 +02:00
Fernando García Liñán
af29642423
HDR: miscellaneous changes
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- 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
760db3ba6d
HDR: gracefully handle situations where the viewer is below the ground
2021-07-28 11:37:33 +02:00
Fernando García Liñán
9b9ae5cf38
HDR pipeline: even better atmospheric scattering
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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
d15b61e9b5
Reorganize the shadow mapping functions
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- 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.
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- 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
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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
Scott Giese
101ff86ec5
Revert "White Text Issue: Initial shaders"
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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
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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
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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"
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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