Stuart Buchanan
10d7165c54
Set correct depth ranges for randing buildings
...
Unlikely that we'll enable shadows for them, but they
should have logarithmic depth set anyway.
2020-04-13 17:56:49 +01:00
Fernando García Liñán
e1e0cf5997
Compositor: Port remaining ALS Effects to use a logarithmic depth buffer
2020-04-04 17:57:33 +02:00
Fernando García Liñán
f0ee8f23d2
Compositor: Use #version 140 for clustered shading
...
This fixes compatibility issues with AMD graphics cards that support a OpenGL
3.1 compatibility profile. Integrated Intel GPUs using the Mesa drivers should set the environment variable:
MESA_GL_VERSION_OVERRIDE="3.1COMPAT"
2020-04-02 21:32:05 +02:00
Stuart Buchanan
9e7afc7291
Fix random buildings in Compositor
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Update Compositor Effects and Shaders with latest random/osm2city
buildings implementation.
2020-03-28 14:27:08 +00:00
Fernando García Liñán
84f0530a1d
Compositor: Use a logarithmic depth buffer in the ALS pipeline.
...
This might not be a definitive solution to fix z-fighting issues, but it's a
good solution meanwhile and can be implemented easily on any shader just by
adding a few lines.
2020-03-22 17:27:12 +01:00
Fernando García Liñán
dd2ac0a32e
- Changed location of Compositor pipelines.
...
- 1-bit transparency for shadow mapping.
- Several effects ported to the Compositor.
- Miscellaneous fixes to Compositor Effects.
2020-03-22 17:27:12 +01:00
Fernando García Liñán
d3e3c55fd6
Compositor: Initial support for clustered shading under the ALS pipeline
2020-03-22 17:27:12 +01:00
Fernando García Liñán
daeea22999
Compositor: Added shadow mapping to the ALS pipeline
2019-11-03 20:52:22 +01:00
Fernando García Liñán
fb7f1545a0
Compositor: Ported most Effects to the compositor
2019-10-26 01:42:48 +02:00