Nehon
e89e0e7c12
Added a way to approximate the normals for the SSAO filter instead of rendering an additional geometry pass.
8 years ago
Riccardo Balbo
62d92d75ca
Use texture() instead of texture2D() in bloomExtract15 and bloomFinal15
8 years ago
Nehon
60a031dc02
Fixed an issue in the fog filter's shader that was preventing it to run on android
9 years ago
Daniel Johansson
93ac80d44f
Fixed an issue with SSAO normal.vert throwing an error when using instancing.
9 years ago
Rémy Bouquet
b746c71441
Used the instancing transformation method for the normal pass in SSAO as it was producing a crash when instancing was enabled.
9 years ago
Daniel Johansson
109c5e80cf
Fixed #316 where some post processing effects were not working when using OPENGL_3 renderer due to an error in the fragment shader.
9 years ago
Kirill Vainer
4a37a8f851
FXAA: quality regression fix
...
FXAA wants input texture to use bilinear filtering
so it can be smoothed further, so allow filters to
request bilinear filtering.
9 years ago
Kirill Vainer
ca6b492cea
SSAOFilter: remove excessive GPU mipmap generation (not needed for filters)
10 years ago
Nehon
f73c2b379d
Fixed water filter's glsl 100 shader
10 years ago
shadowislord
9ad1992681
SimpleWaterProcessor: Use linear filtering for reflection / refraction textures
10 years ago
shadowislord
8d406380b0
* Fix FXAA on Android (but it's not really noticeable .. pixels are too small)
10 years ago
Nehon
73b7061b0b
Fixed a typo in the setSubPixelShift in the FXAA filter that was causing a crash
10 years ago
pspeed42
1f795a7485
Forgot some other water height specific things that need
...
to be initialized.
10 years ago
pspeed42
45591c99a1
Fixed a broken water height initialization issue that I
...
inadvertently caused with my previous cleanup.
10 years ago
pspeed42
a47fb27e56
WaterUtils tries to hard to avoid allocation... I
...
fixed three cases that were causing new Vector3fs
to be created.
10 years ago
pspeed42
1185d2099b
Avoid some teeny-tiny per frame allocations by
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only creating a new Plane() and setting the water
height uniform when the water height changes.
Also got rid of the redundant dot() product and
Vector3f allocation in the process.
10 years ago
pspeed42
61cbf16ebc
Fixed the duplicate definition errors in normal.vert
...
...I left them commented out for reference and because
maybe this needs some rethinking.
11 years ago
Nehon
7356b727c3
Instancing now works with Lighting material, and shadows are supported with instanced geometries
11 years ago
shadowislord
406d244e01
* ToneMap.frag: Fix warning about gl_FragColor when compiling for GLSL 1.5 and higher
11 years ago
shadowislord
3838216207
* Added tone mapping filter that does not rely on average luminance (unlike HDRProcessor).
11 years ago
Nehon
9f45f78c86
Fixed GammaCorrectionFilter path to j3md and frag files
11 years ago
Nehon
8ff6f8df24
Introduced a new Enum ColorSpace.
...
One can now mark a texture param in a material definition as linear by using -Linear at the end of the parameter declaration (case insensitive).
An Image bound to a material texture param in a linear color space will have its ColorSpace set to linear when bound to the material by mat.setTexture("name", texture);
Added the -LINEAR flag to all texture param that needed it in stock materials (lighting.j3md, terrainLighting.j3md, different Filter materials).
11 years ago
Nehon
0967f39b83
- Fixed the GammaCorrectionFilter so it properly works with multisampling, will be used as a fall back to upcoming Gamma Correction implementation
...
- Removed luma
- Passed inverse gamma instead of gamma to avoid doing a division for each pixel in the shader
11 years ago
Nehon
1b3c2e4436
Fixed some compilations warning in the lightScattering shaders and a compilation error in the glsl 1.2 shader
11 years ago
Nehon
333c5c60cd
Fixed wrong swizzle in ssao.frag
11 years ago
Normen Hansen
a16857c8f4
switch to gradle layout
11 years ago
rem..om
f3457c2f52
LightScatteringFilter : changed the way the light shafts are blended into the original scene.
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/branches/gradle-restructure@11056 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
11 years ago
rem..om
8e65f333d8
LightScatteringFilter : changed the way lightdensity attenuation is computed according to this thread
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http://hub.jmonkeyengine.org/forum/topic/light-scattering/#post-207641
Chose the second proposition.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/branches/gradle-restructure@11054 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
11 years ago
PSp..om
ed77d40c63
First pass at copying the source files with history into the
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new gradle-based structure.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/branches/gradle-restructure@10964 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
11 years ago