27 Commits

Author SHA1 Message Date
Nehon
e89e0e7c12 Added a way to approximate the normals for the SSAO filter instead of rendering an additional geometry pass. 2016-08-06 15:16:29 +02:00
Riccardo Balbo
62d92d75ca Use texture() instead of texture2D() in bloomExtract15 and bloomFinal15 2016-07-19 12:40:16 +02:00
Nehon
60a031dc02 Fixed an issue in the fog filter's shader that was preventing it to run on android 2016-05-19 18:54:57 +02:00
Daniel Johansson
e530fa644b Merged with master after pull. 2016-03-07 16:36:43 +00:00
Daniel Johansson
93ac80d44f Fixed an issue with SSAO normal.vert throwing an error when using instancing. 2016-03-07 16:33:57 +00:00
Rémy Bouquet
b746c71441 Used the instancing transformation method for the normal pass in SSAO as it was producing a crash when instancing was enabled. 2016-03-04 14:12:33 +01:00
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. 2015-09-24 13:41:22 +01:00
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.
2015-09-22 22:09:38 -04:00
Kirill Vainer
ca6b492cea SSAOFilter: remove excessive GPU mipmap generation (not needed for filters) 2015-04-24 23:46:56 -04:00
Nehon
f73c2b379d Fixed water filter's glsl 100 shader 2015-04-17 16:06:51 +02:00
shadowislord
9ad1992681 SimpleWaterProcessor: Use linear filtering for reflection / refraction textures 2015-02-21 15:39:58 -05:00
shadowislord
8d406380b0 * Fix FXAA on Android (but it's not really noticeable .. pixels are too small) 2014-11-07 20:58:58 -05:00
Nehon
73b7061b0b Fixed a typo in the setSubPixelShift in the FXAA filter that was causing a crash 2014-10-29 09:11:28 +01:00
pspeed42
1f795a7485 Forgot some other water height specific things that need
to be initialized.
2014-09-16 00:06:02 -04:00
pspeed42
45591c99a1 Fixed a broken water height initialization issue that I
inadvertently caused with my previous cleanup.
2014-09-16 00:03:22 -04:00
pspeed42
a47fb27e56 WaterUtils tries to hard to avoid allocation... I
fixed three cases that were causing new Vector3fs
to be created.
2014-08-12 04:06:07 -04:00
pspeed42
1185d2099b Avoid some teeny-tiny per frame allocations by
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.
2014-08-12 03:13:16 -04:00
pspeed42
61cbf16ebc Fixed the duplicate definition errors in normal.vert
...I left them commented out for reference and because
maybe this needs some rethinking.
2014-07-10 03:57:00 -04:00
Nehon
7356b727c3 Instancing now works with Lighting material, and shadows are supported with instanced geometries 2014-06-29 18:41:32 +02:00
shadowislord
406d244e01 * ToneMap.frag: Fix warning about gl_FragColor when compiling for GLSL 1.5 and higher 2014-06-03 23:09:01 -04:00
shadowislord
3838216207 * Added tone mapping filter that does not rely on average luminance (unlike HDRProcessor). 2014-05-30 23:54:56 -04:00
Nehon
9f45f78c86 Fixed GammaCorrectionFilter path to j3md and frag files 2014-05-26 12:16:16 +02:00
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).
2014-05-26 12:11:57 +02:00
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
2014-05-26 12:11:54 +02:00
Nehon
1b3c2e4436 Fixed some compilations warning in the lightScattering shaders and a compilation error in the glsl 1.2 shader 2014-04-13 20:15:19 +02:00
Nehon
333c5c60cd Fixed wrong swizzle in ssao.frag 2014-03-31 06:53:05 +02:00
Normen Hansen
a16857c8f4 switch to gradle layout 2014-03-21 02:32:11 +01:00