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
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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
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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.
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.
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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
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- 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