Nehon
6b33ae470a
Added a new step in AppProfiler for viewport processors and added method to pass the profiler to all processors.
2017-02-05 17:57:28 +01:00
Nehon
390d35180b
Soft particles now has only one shader and one technique to work with any glsl version
2017-01-24 20:06:12 +01:00
Rémy Bouquet
4c664f8df3
Merge pull request #603 from JavaSaBr/fix_editing_color_overlay_filter
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Fix editing color overlay filter
2017-01-23 08:33:09 +01:00
Nehon
f7181c38dc
Removed all xxx15.frag shaders and used GLSLCompat to have the same shader whatever version it's used for
2017-01-22 14:08:22 +01:00
javasabr
e7d95ee734
to prev
2017-01-22 09:59:50 +03:00
javasabr
56fc653725
fixed editing of color overlay filter
2017-01-22 09:58:24 +03:00
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
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.
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
shadowislord
9ad1992681
SimpleWaterProcessor: Use linear filtering for reflection / refraction textures
2015-02-21 15:39:58 -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
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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
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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
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
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
Normen Hansen
a16857c8f4
switch to gradle layout
2014-03-21 02:32:11 +01:00