Commit Graph

72 Commits (spacecruft)

Author SHA1 Message Date
Levin Li 668fd219cc Render lines with triangles 2021-01-03 17:21:55 +08:00
Levin Li e2b9598f17 Always use gl_PointSize in shader to set point size 2020-12-04 19:46:32 +08:00
Levin Li a0186828eb Fix largestar shader on some platforms 2020-11-22 14:48:34 +08:00
Levin Li b465017de8 Support fisheye projection, dumb version 2020-11-20 23:52:23 +08:00
Levin Li b1d7797e54 Restore sun halo 2020-10-27 16:53:59 +08:00
Levin Li aca0243488 Add scale for globular shader for HiDPI 2020-10-25 16:29:26 +08:00
Levin Li 17cd02b3cc Add view port effect for post processing 2020-10-10 20:18:15 +08:00
Hleb Valoshka c588f80824 OpenGL ES 2.0 initial support 2020-06-15 19:27:46 +03:00
Hleb Valoshka 1fb1f2de91 Replace fixed function GL code with GL ES compatible one 2020-05-12 15:59:56 +03:00
Hleb Valoshka 541e9d78b3 Use custom RenderContext to create shadow map 2020-05-01 23:31:25 +03:00
Hleb Valoshka c26faf70e2 Remove "simple" shaders 2020-04-30 10:23:19 +03:00
Li Linfeng b2e54e77b3 Fix a bug where shader might not compile
it's discovered while using gl4es shim, the operands should be of the same value type
2020-03-01 17:37:18 +08:00
Hleb Valoshka 26063bf3a6 Use shaders to draw fonts 2019-12-21 19:16:39 +03:00
Hleb Valoshka 39eb715f98 Reimplement galaxies using shaders 2019-11-25 10:50:46 +03:00
Hleb Valoshka 5af66f9ab2 Reimplement comets using glsl (part I)
TODO: 1) use VertexObject 2) possibly offload more computation to GPU
2019-11-15 11:10:21 +03:00
Hleb Valoshka fecd61fcb1 Render crosshair using glsl and common BO 2019-11-09 15:08:03 +03:00
Hleb Valoshka 3f757998f4 Draw ecliptic using glsl and common BO 2019-11-09 15:08:03 +03:00
Hleb Valoshka ae02fe2c38 Refactor selection pointer to use glsl and common BO 2019-11-09 15:08:03 +03:00
Hleb Valoshka 7b095b8151 Reimplement globular clusters using GLSL 2019-07-10 23:43:15 +03:00
Hleb Valoshka 96c22fbe8e Add simple shaders for color and texture 2019-07-07 22:24:59 +03:00
Hleb Valoshka 30c686c028 Markers reimplemented using modern GL 2019-06-25 23:03:30 +03:00
Hleb Valoshka dc457430dc Install GLSL shaders 2019-06-24 12:12:18 +03:00
Hleb Valoshka e9ef0f7e57 Port starfield to static shaders 2019-06-21 13:57:04 +03:00
Hleb Valoshka bf68d471c3 Remove ancient vertex programs support 2019-04-03 00:18:02 +03:00
Hleb Valoshka 5f05bd711a Remove autotools files 2018-10-07 13:38:24 +03:00
Da Woon Jung bb39ee50fe Fix for #1864979 - ambient light may look incorrect in legacy arb shaders 2008-09-22 14:47:59 +00:00
Pat Suwalski b2e321f664 Fixing executable property on new shaders. 2008-03-26 05:03:26 +00:00
Da Woon Jung e59f4b4b54 HDR bloom, adaptive exposure, calibrated nightlights - disabled by default, enable with USE_HDR and HDR_COMPRESS. 4 new vertex programs added. 2008-03-25 00:23:16 +00:00
Da Woon Jung a8307c9a21 ARBVP w texcoords initialized properly (report by chrisjr, patch by mczak) 2006-09-23 06:34:32 +00:00
Pat Suwalski 6bcd2ff015 Cleaning up old, neglected files. 2006-02-03 19:04:33 +00:00
Chris Laurel 5b54f17789 Fixed a bug in the ring shadow shaders that caused the shadows to appear in the wrong place. 2005-12-28 21:55:45 +00:00
Chris Laurel 96c94a9063 Fixed syntax error in point stars shader 2005-12-14 07:29:51 +00:00
Chris Laurel 4ab1d8e3e6 Added shader for rendering stars as point sprites. 2005-11-25 22:58:05 +00:00
Chris Laurel d5d93acd4a Improved elliptical galaxy shader. 2005-08-15 16:37:29 +00:00
Chris Laurel 20565ec6cf Added vertex shader for rendering elliptical galaxies as oblate spheroidal clouds (not quite functional) 2005-07-13 09:25:21 +00:00
Chris Laurel e76c1fb9ae Added two light source night lights vertex shader. 2004-10-10 02:03:32 +00:00
Chris Laurel 0846de52ba Create two light source shaders. 2004-10-05 09:23:36 +00:00
Chris Laurel 6d164e6e47 Add new shaders for handling combined base and specular maps in the GeForce FX render path. 2004-08-03 08:57:13 +00:00
Chris Laurel fd13ff3812 Added shaders for per pixel lighting. 2004-03-23 18:23:21 +00:00
Chris Laurel 32ff3ed3b9 Added fragment programs for rendering eclipse shadows. 2004-03-12 08:34:22 +00:00
Christophe Teyssier 4b424bef38 Added fragment programs (*.fp) to distribution. 2004-03-05 01:04:33 +00:00
Chris Laurel 71a57311ee Added NVIDIA fragment program for rendering shadows on rings. 2004-03-03 10:22:44 +00:00
Chris Laurel 556787cccd Multiply specular term by diffuse factor to correct specular highlights. 2003-05-23 08:18:15 +00:00
Chris Laurel ae4d0382dc Fixed bump/normal maps. 2003-04-25 09:06:02 +00:00
Chris Laurel fd0a7b798f Fixed bad basis matrix; eliminated normalization of binormal, since tangent and normal should be orthogonal 2003-03-05 09:34:19 +00:00
Chris Laurel e10d9f335d Gloss map shader for the VP/DOT3 path; computes only the specular term, and outputs result to primary instead of secondary color. 2003-02-21 08:00:35 +00:00
Chris Laurel 0c68be61c1 Changed a few indices around. 2003-02-19 17:47:33 +00:00
Chris Laurel 1468d67ee0 ARB versions of vertex programs. 2003-02-19 08:04:20 +00:00
Chris Laurel 2ecafa8124 ARB versions of vertex programs. 2003-02-18 08:24:43 +00:00
Chris Laurel c62e7c57e8 ARB versions of vertex programs. 2003-02-18 07:37:04 +00:00