Stephen Gold
7ad91651f1
jme3-desktop/jme3-effects JavaDoc corrections (comments only)
6 years ago
Paul Speed
81667f8f45
Fixed the DepthOfFieldFilter to properly get the near/far distance from JME
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instead of having it hard-coded. Previous behavior caused focus to go all out
of whack if you ever changed the near/far plane (and even the default hard-coded
value was not the same as JME's default camera setup.)
While I was here, I made the unfocus threshold configurable and added a debug
toggle that will turn the 'unfocus' amount into grayscale color for better visualizing
where unfocusing is happening.
7 years ago
Stephen Gold
f40ba25a56
correct more grammar/spelling errors in comments
7 years ago
Stephen Gold
826908b042
correct more grammar/spelling errors in comments
7 years ago
Stephen Gold
36847602a5
correct more typographical errors in comments
7 years ago
Stephen Gold
b159c847cc
comment corrections: mostly spelling and grammar
7 years ago
Kirill Vainer
b56e321218
Avoid calculating whitepoint for each sample for HDR ( #722 )
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* Avoid calculating whitepoint for each sample for HDR
7 years ago
Alexandr Brui
6e5e85f7ac
Update the water filter ( #693 )
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WaterFilter now serializes the different textures textures, and can optionally serialize the reflection scene
7 years ago
RemboL
2ff0bf5f75
fixing documentation link
8 years ago
Yan
8e45937974
Fix issue #654
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Fix issue #654
8 years ago
mitm001
80bec2e7a0
Updated broken link to point to wiki.
8 years ago
Nehon
1eb894111a
Fixed a crash in ssao.frag when enabling multisampling
8 years ago
Nehon
6b33ae470a
Added a new step in AppProfiler for viewport processors and added method to pass the profiler to all processors.
8 years ago
Nehon
390d35180b
Soft particles now has only one shader and one technique to work with any glsl version
8 years ago
Nehon
f7181c38dc
Removed all xxx15.frag shaders and used GLSLCompat to have the same shader whatever version it's used for
8 years ago
javasabr
e7d95ee734
to prev
8 years ago
javasabr
56fc653725
fixed editing of color overlay filter
8 years ago
Nehon
d537a1c22e
Added a GLSL150 to most of the shaders used in the engine (except deprecated ones).
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All shaders now import the GLSLCompat.glsllib
8 years ago
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
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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
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to be initialized.
10 years ago
pspeed42
45591c99a1
Fixed a broken water height initialization issue that I
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inadvertently caused with my previous cleanup.
10 years ago
pspeed42
a47fb27e56
WaterUtils tries to hard to avoid allocation... I
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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
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...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.
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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).
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
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- 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
nor..67
511d045274
gradle:
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import current build script to gradle-restructure
git-svn-id: https://jmonkeyengine.googlecode.com/svn/branches/gradle-restructure@10968 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