Commit Graph
87 Commits
Author SHA1 Message Date
raven02 7983bdb448 HW T&L: remove multiple with 2.0 2013-07-01 08:12:43 +08:00
Henrik Rydgard afb596f3c3 Reorder things a little in VertexShaderGenerator. Strangely solves a specular lighting issue I saw. 2013-06-24 19:11:04 +02:00
Henrik Rydgard 6a9e6ce5fe Simplify vertex shaders a little more in the common case of directional lights. 2013-06-24 00:29:30 +02:00
Henrik Rydgard 916184d2f4 Optimize the most common light type, directional, by doing the normalization beforehand. May shorten some shaders below Mali's limit with luck. 2013-06-20 23:30:21 +02:00
Henrik Rydgard e7097ca95a Fall back to software transform when hardware transform fails. Should help Mali devices.
This is done per shader so the speed hit should not be as bad as turning hw transform off entirely.
Displays a red error at the top of the screen so that we don't trigger this accidentally.
2013-06-06 10:09:37 +02:00
Unknown W. Brackets d3e488400c Multiply by the base color in ambient lighting.
JPCSP seems to do it this way.  Fixes #1692, and makes it consistent with
specular and diffuse, which seems right.
2013-06-04 22:54:19 -07:00
King_DuckZ 61500281a9 Warning fix on Intel compiler. 2013-05-30 15:42:11 +02:00
King_DuckZ 1455452850 Trailing whitespaces removed. 2013-05-30 15:42:11 +02:00
jeid3 fc38cfe798 Fix VertexShaderGenerator Command line for Gpu last generation on ios (hwXform) 2013-05-28 17:53:43 +02:00
Henrik Rydgard cdef31f9fc Turn off the use of uniform arrays in shaders as some devices don't like them, and the speedup seems to be very small if any. 2013-05-26 14:03:02 +02:00
Henrik Rydgard 7ffdac39bc Disable the for loop in the vertex shader again. Some lame drivers don't seem to like it. 2013-05-23 12:49:34 +02:00
Henrik Rydgard e2024674a4 Undo an optimization that broke skinning a bit... 2013-05-22 19:49:58 +02:00
Henrik Rydgard 199907b9ed Shader simplification - well, more of it. Hopefully this helps the mali problems a bit more. 2013-05-22 15:52:10 +02:00
Henrik Rydgard 29ab5e7801 Shader simplification: Flip skinning math around. Remove a temporary from the texcoord generation code. Update ffmpeg submodule pointer. 2013-05-20 00:16:29 +02:00
Henrik Rydgard d9ed61c04a Shader simplification: Get rid of some uniforms when possible. 2013-05-19 16:38:52 +02:00
Henrik Rydgard 063e23dc0d Shader simplification: Share even more variables between lights. 2013-05-19 14:45:56 +02:00
Henrik Rydgard a1d549c59f Shader simplification: Share some variables between lights to help bad register allocators 2013-05-19 14:36:07 +02:00
Henrik Rydgard 0ff8be1b1a Shader simplification: Get rid of lightSum1 when not needed. 2013-05-19 14:23:17 +02:00
Henrik Rydgard b3cc5859dc Shader simplification: Get rid of lightscale where possible 2013-05-19 13:52:47 +02:00
Henrik Rydgard 06e4441213 Shader simplification: .rgb += instead of vec4(..., 0.0f) 2013-05-19 13:51:46 +02:00
Henrik Rydgard b1dd449f8f Remove accidentally-added extra "precision highp float" from vshader gen 2013-05-18 23:21:42 +02:00
Henrik Rydgard 1b210fab14 Use arrays and for loops in GLSL shaders for bone processing, to shrink the shaders which are becoming too big for some mobile GPUs. Might fix #1816. 2013-05-18 20:45:52 +02:00
Henrik Rydgard dca2406374 Add more precision specifiers to vertex shader 2013-05-18 19:51:52 +02:00
Unknown W. Brackets a0e6917ee8 If unspecified, default normal to 0, 0, 1.
Fixes Trails in the Sky buttons and improves Kingdom Hearts lighting.
2013-05-04 13:23:50 -07:00
Henrik Rydgard 6f23a56779 Remove use of setlocale() in Osk as I could not figure out the purpose, and it broke stuff.
If this is actually needed, please send a pull request adding it back, turning it off when not used, and also add an explanation in a comment.
2013-04-25 10:42:31 +02:00
Henrik Rydgard 1965775c5a Ugly workaround for locale issue breaking HW transform for some people 2013-04-24 23:30:09 +02:00
Henrik Rydgard 5f1ed03165 Revert "Merge pull request #1324 from cinaera/pullreq" as it seems to break stuff, needs more testing.
This reverts commit a265569928, reversing
changes made to 06999ae649.
2013-04-21 21:09:02 +02:00
Henrik Rydgard dd0088e6b8 Fix strange offset of skinned meshes in HW transform (helmet outside body etc) 2013-04-20 23:37:07 +02:00
Henrik Rydgard 70bb4e1c85 Fudge GPU cycle estimates to let GoW runs fast and GTA smooth. See comments for the horrible details.
I hope this doesn't affect other games adversely.
2013-04-20 20:21:12 +02:00
BeaR 191199a8d0 Fix vertex shader compilation 2013-04-18 19:34:24 +02:00
BeaR de7c1ef327 Correct ambient light 2013-04-18 17:36:20 +02:00
Henrik Rydgard c04ce5a64e Implement projective texture mapping. It's not used a great deal but good to have. 2013-04-17 21:41:47 +02:00
BeaR c9daf8df7b Cleanup and fix vertex shader 2013-04-16 19:01:18 +02:00
Henrik Rydgard ea11c36091 Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls. 2013-04-15 22:57:54 +02:00
BeaR f7739ccdc2 Apply attenuation to ambient light 2013-04-15 19:11:26 +02:00
raven02 fcba4d4df1 Simply and initialize lightscale%i/angle%i/distance%i 2013-04-11 21:49:44 +08:00
BeaR fa3a1fbd52 Add support for spotlights 2013-04-09 18:26:06 +02:00
raven02 07a36f2384 HW T&L : clamp lightscale 2013-04-09 20:42:40 +08:00
Unknown W. Brackets 44b22bc6ff Fix shader compilation error. 2013-04-02 07:26:36 -07:00
BeaR b3aa63f64f Modifying shade mapping in HW and SW 2013-04-02 12:24:22 +02:00
BeaR da1b345cd4 HW T&L: Change unlitcolor initialization and cleanup fragmentshader formatting 2013-04-02 12:24:22 +02:00
raven02 6396324f57 Add few isEnabled() in GPUState for Alpha/Color/Lighting/Texture Test 2013-03-27 18:35:54 +08:00
Henrik Rydgard 41b862c689 warning fixes 2013-03-22 19:59:16 +01:00
raven02 49befb3d41 Flip in throughmode for HW T&L 2013-03-16 20:35:51 +08:00
Henrik Rydgard fcfea6343a Add some lowp annotations to the vertex shader 2013-03-03 23:57:29 +01:00
raven02 d3413681e5 Fix texture stretched vertically in HW T&L 2013-02-20 20:32:18 +08:00
raven02 d1784ab9f6 Fix HW T&L crash in FF type-0 2013-02-15 22:49:13 +08:00
Henrik Rydgard 2301a3b49e Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems 2013-02-15 00:31:39 +01:00
Unknown W. Brackets 74c2769ada Don't use an f suffix in GL shaders.
Error found in Hexyz Force.
2013-02-09 17:18:01 -08:00
Henrik Rydgard 356f5788e1 Fix more UV issues 2013-02-08 00:04:01 +01:00