Paweł Kołodziejski
a1da2c22b1
GRIM: Janitorial
2022-06-06 08:42:54 +02:00
Le Philousophe
c9b4949746
AMIGAOS: Improve shader compatibility
...
OGLES2 doesn't support uniform booleans so we use macros to make it use
integers in this case. For other platforms, this change should be a
noop.
OGLES2 doesn't like float suffix for constants, remove it as well.
2022-04-17 12:34:38 +02:00
Paweł Kołodziejski
66bc1955e8
GRIM: Cleanup pixel formats for textures
2021-12-04 22:21:12 +01:00
Orgad Shaneh
a05e54f00c
JANITORIAL: Remove trailing whitespaces
2021-05-04 11:46:30 +03:00
LMerckx
d76faf125c
GRIM: Simplify shaders for Raspberry PI ( #2618 )
...
* GRIM: Simplify shaders for Raspberry PI
2020-11-13 06:22:20 +01:00
Pawel Kolodziejski
11f15a2bfa
GRIM: Rename shaders files to be unique per engine
2020-10-07 00:37:20 +02:00
Dries Harnie
dbe9763af3
GRAPHICS: Define a ROUND macro instead of overriding round
...
Modern OpenGL implementations emit
> "0:4(15): error: A shader cannot redefine built-in function `round'
> in GLSL ES 1.00"
This commit uses a ROUND macro instead, which should not trigger this
error.
2019-12-17 10:18:17 +01:00
Vincent Pelletier
ae6b5b8c8e
GRIM: Add support for reversed 32bits color endianness.
...
Also, reduce differences between opengl and shader prepareMovieFrame.
2016-11-06 10:07:40 +01:00
Vincent Pelletier
a53e36478c
GRIM, SHADERS: Reduce differences between GRIM and EMI shaders.
2016-07-10 01:06:25 +00:00
Vincent Pelletier
7108b8cbe9
GRIM, SHADERS: Toggle light inside drawMesh.
...
Fixes appearance of roulettes in cn and beavers in dm (#1186 ).
2016-07-10 01:06:25 +00:00
Vincent Pelletier
4239446a70
GRIM: SHADERS: Use non-zero constant attenuation.
...
This is consistent with OpenGL default value for GL_CONSTANT_ATTENUATION.
2015-05-06 19:49:43 +02:00
Christian Krause
4b8fcda1a1
GRAPHICS: Remove unused shader uniform variables
2015-04-27 21:01:42 +02:00
Bastien Bouclet
d1b72c7975
GRIM: Perform alpha testing when rendering actors with the shaders renderer
...
Fixes transparency for the tie rope and Glottis' head
2015-03-29 14:10:36 +02:00
Vincent Pelletier
e9792c29ca
EMI: SHADERS: Fix shadows.
2015-03-22 14:15:31 +01:00
Vincent Pelletier
1fd56d769c
GRIM,EMI: SHADERS: Move 3 multiplication per light from CPU to GPU.
...
GPU already has to multiply intensity, this change just changes initial
shader-level intensity from fixed 1.0 to data value (after per-game
scaling). Use color w coordinate, as it already used as a boolean light
switch.
2015-03-22 14:15:31 +01:00
Vincent Pelletier
2b12ebbbe8
GRIM: SHADERS: Enable lighting.
2015-03-22 14:15:31 +01:00
Vincent Pelletier
25af91b4a8
GRIM: SHADERS: Pass light parameters to actor vertex shader.
...
They contain (pen)umbra angles for spotlights.
2015-03-22 14:15:30 +01:00
Vincent Pelletier
c7faaff3a5
GRIM: SHADERS: Reorder declarations to reduce diff with EMI actor shader
2015-03-22 14:15:30 +01:00
Vincent Pelletier
b2409b14ec
GRIM: SHADERS: Rename light structure to Light
...
Same fix as 7543dee , to reduce diff between GRIM and EMI actor vertex
shaders.
2015-03-22 14:15:30 +01:00
Christian Krause
6d226501b5
EMI: Implement mesh-specific alpha values
...
- if Lua_V2::SetActorGlobalAlpha() is called with a mesh name,
set a mesh-specific alpha value / mode
- use this alpha value in drawEMIModelFace()
- fixes the problem that the whole actor vanishes in some scenes
(e.g. when entering or leaving the porch of the of LUA bar)
2015-02-17 01:57:07 +01:00
Joel Teichroeb
79772895be
GRIM: SHADERS: Remove f literal suffix
...
Some Android shader compiler do not like it apparently
2014-09-17 19:18:55 -07:00
Dries Harnie
c2318c7153
EMI: Use half-transparent plane to implement dimScreen (OpenGLS)
...
- instead of re-calculating the color values when dimming the screen,
better draw a half-transparent plane after drawing all non-overworld
characters
- fixes the issue that overworld actors were dimmed and that the
pause screen is transparent when the inventory is open
2014-09-15 20:44:35 +02:00
Joni Vähämäki
8c14adb54f
EMI: Implement projection shadows for OpenGLS renderer.
2014-07-20 22:11:08 +03:00
Joel Teichroeb
7a043645b3
GRIM: Fix the dim shader compilation on android
2014-07-07 17:12:59 -07:00
Joel Teichroeb
1688a74cf8
GRIM: Implement a dim shader
2014-07-07 15:38:34 -07:00
Joel Teichroeb
7543deea14
EMI: SHADERS: Rename light structure to Light
...
Fixes issues with some shader compilers
2014-07-06 10:08:44 -07:00
Joni Vähämäki
88ec1d5285
EMI: Implement lighting for OpenGL Shaders renderer.
2014-07-05 14:09:56 +03:00
Joni Vähämäki
b87346f91f
EMI: Sprite drawing fixes for OpenGL Shaders renderer.
2014-06-23 22:34:46 +03:00
Dries Harnie
b0fd0d3edc
GRAPHICS: Image format must match internalformat for ES2
2014-04-02 20:38:15 +02:00
Dries Harnie
32a232fd3e
EMI: Update shader for actors and sprites [OpenGLS]
2014-02-11 02:30:29 +01:00
Dries Harnie
ca20357bd5
GRAPHICS: Add shadow mode to grim actors [OpenGLS]
2014-01-23 20:03:22 +01:00
Dries Harnie
6c8a35e53b
GRAPHICS: Transpose view/model matrices correctly
2014-01-23 20:03:21 +01:00
Dries Harnie
f618b90d31
GRAPHICS: Stencil for grim shadows [OpenGLS]
2014-01-23 20:03:21 +01:00
Dries Harnie
f4626819ce
GRAPHICS: Disable lighting for now [OpenGLS]
2014-01-14 00:26:43 +01:00
Dries Harnie
3a9af2dabc
GRAPHICS: Add support for Grim primitives [OpenGLS]
2014-01-14 00:26:43 +01:00
Dries Harnie
00e72387e0
GRAPHICS: Use RGBA for all textures [OpenGLS]
2014-01-14 00:26:43 +01:00
Dries Harnie
4157f52eb2
GRAPHICS: Drawing of actors [OpenGLS]
2014-01-14 00:26:39 +01:00
Dries Harnie
ad64bdcbf6
GRAPHICS: Background drawing [OpenGLS]
2014-01-14 00:26:39 +01:00
Dries Harnie
b8a4b1acc6
GRAPHICS: Support Smush [OpenGLS]
2014-01-14 00:26:39 +01:00
Dries Harnie
141cc5a42b
GRAPHICS: Text drawing [OpenGLS]
2014-01-14 00:26:39 +01:00
Dries Harnie
f2ff416c5d
GRAPHICS: Emergency font [OpenGLS]
2014-01-14 00:26:39 +01:00