Commit Graph

133 Commits (5971d2e1228b8b797afffee7f9f9d3958af8654e)

Author SHA1 Message Date
Kirill Vainer aee7d1f195 GLSLCompat.glsllib: fix incorrect preprocessor define 10 years ago
Kirill Vainer cb7d139488 GLSLCompat: support GLES compatibility 10 years ago
Kirill Vainer 616dadc498 Deprecate ColoredTextured.j3md 10 years ago
Daniel Johansson 8f77dca931 Added jme3-lwjgl3 module which ultimately adds support for LWJGL 3.x and GLFW. 10 years ago
Daniel Johansson 89f10eca58 Added jme3-lwjgl3 module which ultimately adds support for LWJGL 3.x and GLFW. 10 years ago
Nehon a35b499ee7 Big refactoring to how PBR is handled. 10 years ago
Kirill Vainer 17887b1fb0 build: new build version info system 10 years ago
Nehon 6d1ab7af65 Redesign of the frag part of unshadedNodes so it's more modular, and can be properly used as GLSL 1.5 shader. 10 years ago
Nehon 596954b056 Redesign of the frag part of unshadedNodes so it's more modular, and can be properly used as GLSL 1.5 shader. 10 years ago
David Bernard 568ee09d17 add GLSL150 compatible Unshaded 10 years ago
Nehon 6d3377a2a8 Fixed Parallax without normal map in lighting.j3md 10 years ago
Nehon 485af7cf2a TextureFetch shader node now works with glgl1.5 10 years ago
Nehon 719a683c2c Fixed Parallax for PBR lighting 10 years ago
Nehon 4342d97439 Fixed roughness fetch in the spec / gloss pipeline 10 years ago
Kirill Vainer b8fe36ed76 glsllib with macros to convert glsl 1.1 shaders to 1.5 10 years ago
Nehon 14c5304f27 Fixed defines tests in multisample.glsllib so that one can have a single sampled beck buffer and a multisampled depth buffer without having the shader to crash. 10 years ago
Kirill Vainer 6760771b20 SPLighting: vertex lighting fixes 10 years ago
Kirill Vainer f2e0a15edb AssetConfig: remove duplicates from Desktop.cfg 10 years ago
Kirill Vainer 1fec72605f SPLighting.frag: fix syntax error with vertex lighting enabled 10 years ago
Kirill Vainer 0c846eaf6a SPLighting: fix syntax errors with vertex lighting + color ramp 10 years ago
iwgeric fecfa8ccd0 Android: add joystick compatibility mapping for XBOX 360 controller connected to Android device using USB dongle 10 years ago
Nehon 81c995edc4 PBR shader and PBR test case with custom model 10 years ago
shadowislord 414e1b3fff Lighting.glsllib: Use quadratic spotlight falloff in SRGB mode 10 years ago
shadowislord 26109fcbac (SP)Lighting.vert: clarify comment regarding material colors 10 years ago
Nehon cecf355c70 SinglePass now uses the TechniqueDef LightSpace. 10 years ago
shadowislord d6a19c4c66 Lighting.j3md: remove fixed function bindings 10 years ago
shadowislord a2fc435167 SPLighting: fix issue #239 10 years ago
shadowislord 25b1780e09 AssetManager: remove useless subclasses 10 years ago
shadowislord 331e71f261 SinglePass Lighting: fix colorramp feature 10 years ago
shadowislord fd0832af98 SinglePass Lighting: fix light color not being used for specular highlight 10 years ago
shadowislord 957801ea12 SinglePass Lighting: Comment out color ramp - doesn't seem to work 10 years ago
michael ab4d665b3e Fixed typo 10 years ago
michael 3ced941c53 Added geom,tsctrl and tseval to the GLSLLoader 10 years ago
shadowislord 14ff6e4f29 SinglePass Lighting: support two sided lighting 10 years ago
shadowislord 270f4957ef SinglePass Lighting: fix GLSL syntax error when parallax mapping is used 10 years ago
shadowislord d281920e60 GLSL Lighting Lib: fix flickering on directional lights in sRGB mode 10 years ago
shadowislord 9d715cdd2b Lighting GLSL library: use inverse square falloff for lighting in sRGB mode 10 years ago
Nehon 21179dc132 Changed standard lighting to blinn phong instead of phong only 10 years ago
shadowislord 8ae04fd1fb PlaceholderAssets: when assets fail to load, try to make the error appear visually 10 years ago
shadowislord d4e85382db Remove fixed pipeline technique from lighting shader 10 years ago
shadowislord 8c2e9f687d Sky material: Don't render sky twice; cull back faces. Also disable useless depth writing. 10 years ago
Nehon a3f9b75d0b Added proper naming of const in Optics.glsllib and some define tests to avoid name collision when importing several glsllib 10 years ago
Nehon 05baf56130 The skyFactory now supports Equirectangular environment maps, as it's a pretty popular format. 10 years ago
Nehon 3bad91ef19 Single pass lighting now computes view dir in the appropriate space out of the lights loop as it's the same for all lights. 10 years ago
Nehon 603432790b Fixed Gaussian blur weighting thanks to http://hub.jmonkeyengine.org/forum/topic/gaussian-blur-shader-issue/ 10 years ago
shadowislord 3992ed89af Fix point sprite on Android. Fixes issue #82. 10 years ago
shadowislord 4050b7cbbf * Require alpha discard define to be set in order to enable the alpha discard feature (for multi pass lighting shader) 10 years ago
Nehon c55717141e Single pass lighting implementation. 10 years ago
neph1 2c38efe051 A bunch of basic ShaderNodes 10 years ago
Nehon 6e287d0ef2 Introduced light culling when rendering shadow maps for all light types. When a light is out of the frustum, the shadow maps are not rendered anymore. 10 years ago