Andrzej Kapolka
09231f01f3
Retain "simple" shadows, supply cascaded as option.
2014-05-29 12:48:41 -07:00
Andrzej Kapolka
ff77644caa
Progress on selecting cascades.
2014-05-28 18:35:30 -07:00
Andrzej Kapolka
c3f6cab199
Working on cascading shadow maps.
2014-05-28 15:20:09 -07:00
Andrzej Kapolka
7c12417653
Use multisampling on the shadow maps for the voxels, too.
2014-05-27 17:26:19 -07:00
Andrzej Kapolka
e22d239d4d
What the heck; let's try using some multisampling on the shadow maps.
2014-05-27 12:30:45 -07:00
Andrzej Kapolka
67e3454a86
Missed a few files.
2014-05-23 16:37:12 -07:00
Andrzej Kapolka
0baf757c0d
Basic support for shadows on models.
2014-05-23 16:35:51 -07:00
Andrzej Kapolka
bfd00f1b15
Use local viewer model for specular.
2014-05-23 10:57:14 -07:00
Andrzej Kapolka
4f4b4c08bb
Restore specular lighting--but, per the OpenGL spec, shut off specular
...
contribution if the surface isn't facing the light.
2014-05-19 12:29:49 -07:00
Kai Ludwig
51965fd283
changed
...
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
to
float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));
Calculation for specular value has to be done like in all other shaders with the unmodified unnormalized lightsource position. Otherwise the specular effect will have weird behaviour.
2014-05-16 15:44:07 +02:00
Andrzej Kapolka
d0537e7ead
Specular map support.
2014-05-06 17:32:10 -07:00
Stephen Birarda
f969e050cd
add apache license to shader headers
2014-04-09 09:59:05 -07:00
Andrzej Kapolka
563725e781
Use the "correct" shadow strategy: include only ambient term when in shadow.
2014-03-27 13:44:34 -07:00
Andrzej Kapolka
7cc7230745
Adjust the shadow shader to prevent seeing shadows on the opposite sides of
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objects. Closes #2544 .
2014-03-27 13:18:45 -07:00
Andrzej Kapolka
62884f1f4f
Don't use textures/fancy shaders when rendering shadow map. Closes #2270 .
2014-03-24 13:15:03 -07:00
ZappoMan
d6b71f19a8
fix voxel texture to work better with larger TREE_SCALE
2014-02-12 18:00:09 -08:00
Andrzej Kapolka
4deb9936ba
Don't add the specular alpha in the model fragment shaders.
2014-01-27 17:44:13 -08:00
Andrzej Kapolka
aabff3f141
Adjust the fog density; getting different results on Linux vs. OS X.
2014-01-22 14:17:02 -08:00
Andrzej Kapolka
0a3d6ae5e0
More work on metavoxel editing (grid, etc.)
2014-01-21 19:31:56 -08:00
Andrzej Kapolka
e7a3beed78
Removed a couple more resources.
2014-01-16 15:17:38 -08:00
Andrzej Kapolka
1b891cb326
Removed unused resources.
2014-01-16 15:16:19 -08:00
Andrzej Kapolka
c003a55c37
Diffuse lighting.
2013-12-12 16:19:05 -08:00
Andrzej Kapolka
c1aec11b32
More work on rendering voxels.
2013-12-12 15:14:19 -08:00
Andrzej Kapolka
f6b3a6ceca
The other part of the Oculus ambient occlusion fix.
2013-11-26 17:53:31 -08:00
Andrzej Kapolka
e406988ed3
Partial fix for ambient occlusion with Oculus.
2013-11-26 17:18:03 -08:00
Andrzej Kapolka
c5406c47a6
Moved Oculus code out of Application, started on using StereoConfig to get
...
actual values to replace the magic numbers.
2013-11-26 11:59:06 -08:00
Andrzej Kapolka
f0e5872b89
Lighten the shadows, remove some debug code.
2013-11-21 12:29:22 -08:00
ZappoMan
c4a2b3c49b
fix thinning in voxels as points by using correct points to calculate width of voxel based on camera position relative to voxel
2013-11-03 11:10:00 -08:00
ZappoMan
508b8f4678
change in comment to kick off build
2013-11-01 16:29:49 -07:00
ZappoMan
b103f9dacf
clean up
2013-11-01 15:32:17 -07:00
ZappoMan
e62322b805
clean up comment
2013-11-01 15:28:54 -07:00
ZappoMan
61b6d6a4a4
added comment about fixing point selection
2013-11-01 15:27:57 -07:00
ZappoMan
cab87c3a97
added comment about fixing point selection
2013-11-01 15:27:25 -07:00
ZappoMan
b3aac56d29
first cut a variable point size point rendering
2013-11-01 14:33:06 -07:00
Andrzej Kapolka
12374c2cc4
Allow more clusters per mesh.
2013-10-31 17:01:00 -07:00
Andrzej Kapolka
06e050f1c1
Normal map support almost there.
2013-10-29 22:13:00 -07:00
Andrzej Kapolka
62b2388592
Temporary fix for Mavericks: the skin shader isn't getting the color, so just
...
use white. We're not using vertex colors on anything skinned yet, anyway.
2013-10-25 14:40:00 -07:00
Andrzej Kapolka
bae4a17605
Voxel attachments.
2013-10-24 13:59:04 -07:00
Andrzej Kapolka
7ddac20c62
Allow more bones. The model I'm testing with has about 60.
2013-10-18 19:18:48 -07:00
Andrzej Kapolka
7e174093e4
Factoring the FBX model code out to a shared base class.
2013-10-18 17:26:03 -07:00
Andrzej Kapolka
a79c0a9244
Removed unused shader.
2013-10-15 17:14:20 -07:00
Andrzej Kapolka
d06acdd169
Per-pixel shading, material tweaks.
2013-10-15 11:50:29 -07:00
Andrzej Kapolka
e97cfb8cf8
Per-pixel specular for blend faces.
2013-10-14 19:59:13 -07:00
Andrzej Kapolka
124966d2e4
More progress on skinning.
2013-10-14 18:39:19 -07:00
ZappoMan
dbfc0956c1
added normals to voxel shader
2013-09-27 13:26:58 -07:00
Philip Rosedale
0fbabe9891
Merge pull request #984 from ZappoMan/voxel_geo_shader
...
Voxel Geometry Shader Experiment
2013-09-26 17:22:55 -07:00
ZappoMan
3ab92a592a
fix comments in shaders
2013-09-26 17:05:04 -07:00
ZappoMan
07515d1c5f
fix projection between shaders
2013-09-26 17:03:50 -07:00
ZappoMan
c0bfdfbc4f
fix comment
2013-09-26 16:54:20 -07:00
ZappoMan
57b30c13d8
style cleanup
2013-09-26 16:45:09 -07:00
ZappoMan
864c00c6e0
removed some dead code
2013-09-26 16:38:29 -07:00
ZappoMan
552d9fadd8
rearranged menus, some hacking on voxel shader
2013-09-26 14:51:57 -07:00
Andrzej Kapolka
736dae0c81
Use shaders for eyes (like the ones for the iris).
2013-09-25 15:26:29 -07:00
ZappoMan
3d4341cee4
hacking on voxel geometry shader
2013-09-23 15:18:45 -07:00
Andrzej Kapolka
ddf92b39c7
Fix for off-axis ambient occlusion.
2013-09-08 17:52:35 -07:00
Andrzej Kapolka
d63bb3afaa
Fixed glow/ambient occlusion with Oculus.
2013-08-21 15:44:57 -07:00
Andrzej Kapolka
f3a32a7934
Might as well convert the divide to a multiply.
2013-08-20 17:04:29 -07:00
Andrzej Kapolka
590672d035
Fewer texture lookups when diffusing.
2013-08-20 17:02:35 -07:00
Andrzej Kapolka
5b923bc6f2
More cleanup.
2013-08-20 13:46:13 -07:00
Andrzej Kapolka
22598ceb4f
Optimizations for occlusion blur (the main one being that we only need to
...
sample the texture four, not sixteen, times if we turn on linear filtering
and sample between the texels).
2013-08-20 11:52:43 -07:00
Andrzej Kapolka
b41fa1e03c
Basic ambient occlusion effect up and running; needs tweaking and
...
optimization.
2013-08-16 17:26:47 -07:00
Andrzej Kapolka
3ddab484e0
Beginnings of ambient occlusion. Looks like an architectural drawing.
2013-08-15 17:52:31 -07:00
Andrzej Kapolka
cceeb1c6ff
Merge branch 'master' of https://github.com/worklist/hifi into ssao
2013-08-15 13:11:12 -07:00
Andrzej Kapolka
3ad0b8b99d
Merge branch 'master' of https://github.com/worklist/hifi into ssao
...
Conflicts:
interface/src/Application.h
2013-08-15 10:06:22 -07:00
Andrzej Kapolka
a9ccca3f72
Diffuse/add glow mode.
2013-08-14 16:13:30 -07:00
Andrzej Kapolka
15f129f32d
Added simple additive/blur-with-persist glow modes, means to cycle through
...
modes.
2013-08-14 14:14:47 -07:00
Andrzej Kapolka
d24e340c91
To keep the frame rate up, let's only sample eight points for the blur.
2013-08-13 14:52:35 -07:00
Andrzej Kapolka
01cd0d2a1f
Have the glow effect add half of the original texture, too, and use it on the
...
follow indicator.
2013-08-13 14:22:29 -07:00
Andrzej Kapolka
b05b43f027
Render to texture first, rather than copying from the frame buffer. Copying
...
from the frame buffer requires it to have an alpha channel, which actually
does something on OS X (meaning we have to set it to 1.0). We're going to
want to render to texture anyway for SSAO (or other effects).
2013-08-13 12:27:52 -07:00
Andrzej Kapolka
1828a105d4
Basic glow effect.
2013-08-08 16:55:45 -07:00
Andrzej Kapolka
bd3c235fe4
Switching between textured and untextured modes.
2013-08-06 16:23:58 -07:00
Andrzej Kapolka
720ae561df
Working on support for a textured face mode that doesn't rely on the video
...
stream.
2013-08-06 13:27:54 -07:00
Andrzej Kapolka
ba9b5888d2
More work on full frame sending.
2013-08-01 13:00:01 -07:00
Andrzej Kapolka
ff0d63173c
Pass the aspect ratio into the shader, since it no longer necessarily
...
corresponds to the texture rectangle's aspect ratio.
2013-07-18 21:25:11 -07:00
Andrzej Kapolka
b15724665b
Removed unused variable, fixed shader comments.
2013-07-18 18:16:45 -07:00
Andrzej Kapolka
fdeb63c121
More work on face points.
2013-07-15 16:09:49 -07:00
Andrzej Kapolka
5c590638f3
Working on mesh rendering for faces.
2013-07-15 13:12:22 -07:00
Andrzej Kapolka
84bb2aa265
Started on C++ side of SSAO effect.
2013-07-14 18:21:18 -07:00
Andrzej Kapolka
411cb92300
Working on face rendering as point cloud.
2013-07-14 15:54:29 -07:00
Andrzej Kapolka
b294b33ac7
Started on ambient occlusion shader.
2013-07-05 18:21:59 -07:00
Andrzej Kapolka
c11ab45474
It seems gl_ModelViewMatrixInverse is problematic on OS X; let's try passing
...
in the camera's position as transformed into model space.
2013-06-14 17:21:35 -07:00
Andrzej Kapolka
790cdfb0bd
Added refraction to irises.
2013-06-14 16:46:34 -07:00
Andrzej Kapolka
5241c41ddd
Shed some light on what these shaders are doing, so to speak.
2013-06-14 11:29:32 -07:00
Andrzej Kapolka
e401663459
Added per-pixel specular highlight to irises.
2013-06-13 15:58:49 -07:00
Geenz
d512b414ee
Correct after blending.
2013-06-09 22:48:14 -04:00
Andrzej Kapolka
d09700adde
Merge branch 'master' of https://github.com/worklist/hifi into voxeltars
...
Conflicts:
interface/src/Avatar.cpp
interface/src/Avatar.h
interface/src/Skeleton.h
interface/src/VoxelSystem.h
2013-06-04 11:00:59 -07:00
Andrzej Kapolka
26b7976489
Merge branch 'master' of https://github.com/worklist/hifi into voxeltars
2013-06-03 09:49:50 -07:00
Jeffrey Ventrella
cf67f28b57
merge
2013-06-03 08:10:41 -07:00
Andrzej Kapolka
6c975f9c6f
More work on avatar voxels.
2013-06-01 15:06:29 -07:00
Geenz
de76851207
Remove unnecessary normalize.
2013-05-31 20:35:26 -04:00
Geenz
d98b28d4ab
So apparently, this was a scale problem the entire time.
2013-05-31 20:30:42 -04:00
Geenz
1eac57dd0c
#19351 - Atmosphere shaders should be handled per-pixel instead of per-vertex.
2013-05-30 15:02:11 -04:00
Andrzej Kapolka
86ddcea87f
Better names for the shaders.
2013-05-16 13:08:21 -07:00
Andrzej Kapolka
0a6b4702c6
Experimenting with simple Perlin noise shader for voxels.
2013-05-15 22:18:56 -07:00
Andrzej Kapolka
f0055bd419
Fixes for OS X: GLSL version must be first line in source, don't init glut
...
(Qt apparently uses it?)
2013-05-15 16:19:42 -07:00
Andrzej Kapolka
5138f62aef
Use the "proper" alpha value (i.e., the one from the original shader). This
...
makes the sky somewhat darker, but that probably just means we need more
scattering or a brighter sun.
2013-05-08 11:50:59 -07:00
Andrzej Kapolka
82f16e7f34
Include the "sky from space" shaders, too, and use them when the camera is
...
outside the atmosphere's outer radius.
2013-05-08 11:42:31 -07:00
Andrzej Kapolka
4567c31a26
Added licensing information from the GPU Gems site, fixed spacing.
2013-05-08 09:55:46 -07:00
Andrzej Kapolka
7faa9e4318
More work on atmosphere rendering; rendering now working.
2013-05-07 12:40:15 -07:00