Stephen Birarda
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f969e050cd
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add apache license to shader headers
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2014-04-09 09:59:05 -07:00 |
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Andrzej Kapolka
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563725e781
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Use the "correct" shadow strategy: include only ambient term when in shadow.
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2014-03-27 13:44:34 -07:00 |
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Andrzej Kapolka
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7cc7230745
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Adjust the shadow shader to prevent seeing shadows on the opposite sides of
objects. Closes #2544.
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2014-03-27 13:18:45 -07:00 |
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Andrzej Kapolka
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62884f1f4f
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Don't use textures/fancy shaders when rendering shadow map. Closes #2270.
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2014-03-24 13:15:03 -07:00 |
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ZappoMan
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d6b71f19a8
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fix voxel texture to work better with larger TREE_SCALE
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2014-02-12 18:00:09 -08:00 |
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Andrzej Kapolka
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4deb9936ba
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Don't add the specular alpha in the model fragment shaders.
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2014-01-27 17:44:13 -08:00 |
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Andrzej Kapolka
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aabff3f141
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Adjust the fog density; getting different results on Linux vs. OS X.
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2014-01-22 14:17:02 -08:00 |
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Andrzej Kapolka
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0a3d6ae5e0
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More work on metavoxel editing (grid, etc.)
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2014-01-21 19:31:56 -08:00 |
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Andrzej Kapolka
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e7a3beed78
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Removed a couple more resources.
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2014-01-16 15:17:38 -08:00 |
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Andrzej Kapolka
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1b891cb326
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Removed unused resources.
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2014-01-16 15:16:19 -08:00 |
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Andrzej Kapolka
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c003a55c37
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Diffuse lighting.
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2013-12-12 16:19:05 -08:00 |
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Andrzej Kapolka
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c1aec11b32
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More work on rendering voxels.
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2013-12-12 15:14:19 -08:00 |
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Andrzej Kapolka
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f6b3a6ceca
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The other part of the Oculus ambient occlusion fix.
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2013-11-26 17:53:31 -08:00 |
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Andrzej Kapolka
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e406988ed3
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Partial fix for ambient occlusion with Oculus.
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2013-11-26 17:18:03 -08:00 |
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Andrzej Kapolka
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c5406c47a6
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Moved Oculus code out of Application, started on using StereoConfig to get
actual values to replace the magic numbers.
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2013-11-26 11:59:06 -08:00 |
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Andrzej Kapolka
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f0e5872b89
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Lighten the shadows, remove some debug code.
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2013-11-21 12:29:22 -08:00 |
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ZappoMan
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c4a2b3c49b
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fix thinning in voxels as points by using correct points to calculate width of voxel based on camera position relative to voxel
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2013-11-03 11:10:00 -08:00 |
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ZappoMan
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508b8f4678
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change in comment to kick off build
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2013-11-01 16:29:49 -07:00 |
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ZappoMan
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b103f9dacf
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clean up
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2013-11-01 15:32:17 -07:00 |
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ZappoMan
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e62322b805
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clean up comment
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2013-11-01 15:28:54 -07:00 |
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ZappoMan
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61b6d6a4a4
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added comment about fixing point selection
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2013-11-01 15:27:57 -07:00 |
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ZappoMan
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cab87c3a97
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added comment about fixing point selection
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2013-11-01 15:27:25 -07:00 |
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ZappoMan
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b3aac56d29
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first cut a variable point size point rendering
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2013-11-01 14:33:06 -07:00 |
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Andrzej Kapolka
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12374c2cc4
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Allow more clusters per mesh.
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2013-10-31 17:01:00 -07:00 |
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Andrzej Kapolka
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06e050f1c1
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Normal map support almost there.
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2013-10-29 22:13:00 -07:00 |
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Andrzej Kapolka
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62b2388592
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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.
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2013-10-25 14:40:00 -07:00 |
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Andrzej Kapolka
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bae4a17605
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Voxel attachments.
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2013-10-24 13:59:04 -07:00 |
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Andrzej Kapolka
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7ddac20c62
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Allow more bones. The model I'm testing with has about 60.
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2013-10-18 19:18:48 -07:00 |
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Andrzej Kapolka
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7e174093e4
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Factoring the FBX model code out to a shared base class.
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2013-10-18 17:26:03 -07:00 |
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Andrzej Kapolka
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a79c0a9244
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Removed unused shader.
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2013-10-15 17:14:20 -07:00 |
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Andrzej Kapolka
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d06acdd169
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Per-pixel shading, material tweaks.
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2013-10-15 11:50:29 -07:00 |
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Andrzej Kapolka
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e97cfb8cf8
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Per-pixel specular for blend faces.
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2013-10-14 19:59:13 -07:00 |
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Andrzej Kapolka
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124966d2e4
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More progress on skinning.
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2013-10-14 18:39:19 -07:00 |
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ZappoMan
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dbfc0956c1
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added normals to voxel shader
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2013-09-27 13:26:58 -07:00 |
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Philip Rosedale
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0fbabe9891
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Merge pull request #984 from ZappoMan/voxel_geo_shader
Voxel Geometry Shader Experiment
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2013-09-26 17:22:55 -07:00 |
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ZappoMan
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3ab92a592a
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fix comments in shaders
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2013-09-26 17:05:04 -07:00 |
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ZappoMan
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07515d1c5f
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fix projection between shaders
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2013-09-26 17:03:50 -07:00 |
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ZappoMan
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c0bfdfbc4f
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fix comment
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2013-09-26 16:54:20 -07:00 |
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ZappoMan
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57b30c13d8
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style cleanup
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2013-09-26 16:45:09 -07:00 |
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ZappoMan
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864c00c6e0
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removed some dead code
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2013-09-26 16:38:29 -07:00 |
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ZappoMan
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552d9fadd8
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rearranged menus, some hacking on voxel shader
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2013-09-26 14:51:57 -07:00 |
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Andrzej Kapolka
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736dae0c81
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Use shaders for eyes (like the ones for the iris).
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2013-09-25 15:26:29 -07:00 |
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ZappoMan
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3d4341cee4
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hacking on voxel geometry shader
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2013-09-23 15:18:45 -07:00 |
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Andrzej Kapolka
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ddf92b39c7
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Fix for off-axis ambient occlusion.
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2013-09-08 17:52:35 -07:00 |
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Andrzej Kapolka
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d63bb3afaa
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Fixed glow/ambient occlusion with Oculus.
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2013-08-21 15:44:57 -07:00 |
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Andrzej Kapolka
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f3a32a7934
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Might as well convert the divide to a multiply.
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2013-08-20 17:04:29 -07:00 |
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Andrzej Kapolka
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590672d035
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Fewer texture lookups when diffusing.
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2013-08-20 17:02:35 -07:00 |
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Andrzej Kapolka
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5b923bc6f2
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More cleanup.
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2013-08-20 13:46:13 -07:00 |
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Andrzej Kapolka
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22598ceb4f
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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).
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2013-08-20 11:52:43 -07:00 |
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Andrzej Kapolka
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b41fa1e03c
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Basic ambient occlusion effect up and running; needs tweaking and
optimization.
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2013-08-16 17:26:47 -07:00 |
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