7d0f76aaa9
Make the material shaders physically based
2026-10-20 18:39:31 +02:00
2be85410ce
Draw volumetric clouds, their shadows, a volumetric fog and catalogue stars from a new weather system in the GL 4.6 renderer
2026-10-16 21:44:47 +02:00
ce725c3d62
Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer
2026-10-15 22:16:41 +02:00
9f2ae071a6
Use clustered light lists in forward shading
2026-10-15 16:16:53 +02:00
468ea1d747
Add shader diffuse multiply
2026-09-19 16:56:39 +02:00
c88a9b870c
Improved specular and glosiness
2026-06-27 14:41:10 +02:00
7923f7d857
improve shaders once more
2026-04-26 00:49:45 +02:00
76effe72df
shaders correction for burnt colors
2026-04-26 00:18:02 +02:00
bc0e4a9e62
Specgloss shaders improvements + experimental SSAO (debug only)
2026-04-21 00:25:29 +02:00
antonisauren
d1ecbdc8ff
Sim ( #11 )
...
* Wheels animation distance changed to 200*D*LODbias
* Fixed spelling error in event syntax; old one remains for compatibility.
* Spelling error left in log text
* Zamiana metalic na floata z wazonym efektem.
# Conflicts:
# shaders/light_common.glsl
* Detail normalmap shaders @Jan21
* Explicit type conversion
* Leftover metalic as bool
* Syntax error
* Normalmap sampling inside ParallaxMapping function
2021-01-23 22:24:14 +01:00
tmj-fstate
54b648fb5b
shader reflection color calculation tweak
2020-08-12 20:57:57 +02:00
stele
c4945d3f32
Fixed "param_glossiness" missing from final gloss formula in materials utilising gloss maps.
2020-07-16 18:05:37 +02:00
stele
879f3bb360
Specular/glossines/metalic mapping added to all fragment shaders
2020-02-23 10:36:15 +01:00