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