Unknown W. Brackets
25bc394284
Ignore the material update flag w/o vertex color.
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Instead of using materialambient for all of them.
Fixes #3918 , and seems to match tests with 3dstudio.
2013-12-29 12:57:30 -08:00
Henrik Rydgard
0a1514161d
GLSL 3.0 fix
2013-12-18 11:22:31 +01:00
Henrik Rydgard
832c933cb8
Some shader fixes
2013-12-17 23:38:58 +01:00
Henrik Rydgard
214cc01976
Fix bugs in stencil2alpha, fix bugs in glsl 3 support, enable dual source blending where available
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The stencil2alpha bug fixes fix some glows in Wipeout, dual source fixes the rest.
2013-12-15 12:49:13 +01:00
Henrik Rydgard
3cde4921ae
Have the shader generators generate modern GLSL if available.
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This opens up to use other modern features like dual source alpha later.
2013-12-15 11:23:27 +01:00
Henrik Rydgard
628bf497dd
Hopefully fix UV scaling properly this time.
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Check the faces in Hexyz Force please.
2013-12-08 11:52:20 +01:00
Henrik Rydgard
95d5c28720
Fix bug where we scaled UV coordinates twice when a tex matrix was used.
2013-12-04 14:20:42 +01:00
Henrik Rydgard
eea8413a82
Make the texcoord speedhack a bit less aggressive at eliminating uvscaleoffset uniform updates.
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Should fix #4688 and the new problem in #2919 while keeping Frontier Gate Boost working.
2013-11-30 15:54:20 +01:00
Henrik Rydgard
e3d471f590
Fix issues with texturing from render targets with prescaled UV (texcoord speed hack)
2013-11-19 23:38:36 +01:00
Henrik Rydgård
4d3e57d6eb
Move normal reversion into the vertex shader instead of the decoder.
2013-11-02 11:05:31 +01:00
Henrik Rydgård
0471a8c886
Only set fogdepth to highp on PowerVR. May fix #4333
2013-10-28 15:38:25 +01:00
Unknown W. Brackets
ac027fac81
Fix missing uniform for GE_TEXMAP_TEXTURE_MATRIX.
2013-10-24 21:59:44 -07:00
Henrik Rydgard
5d47aabb08
Seems we need high precision for fog on PowerVR. #4287 might be fixed by this.
2013-10-22 19:56:06 +02:00
Henrik Rydgård
4b019bfcbb
Remove '_' from attribute names as Adreno hates them in glBindAttribLocation.
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Sigh.
Also remove some logging.
2013-10-08 17:26:33 +02:00
Henrik Rydgard
f645988b8f
More precision annotations in shader generators, other microoptimizations
2013-10-07 20:15:00 +02:00
raven02
7f3a3ccd6c
Projection mapping : Initialize z as 1.0f
2013-10-01 09:01:38 +08:00
Henrik Rydgard
01def3b6cc
Missed these
2013-09-21 23:44:11 +02:00
Henrik Rydgard
82e5787bbe
Preparation for proper spline/bez: Convert control points to a simple format.
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The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
raven02
8ccaa733b9
Use and applu new bool , doShadeMapping
2013-09-14 14:29:37 +08:00
raven02
ef2399d5b3
Use GE state accessor more often : gstate.isSkinningEnabled()
2013-09-14 14:11:25 +08:00
Unknown W. Brackets
0e82ecca86
Fix lighting when lightpos and spec coef are 0.
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Zero to the power of zero is mathematically undefined, NVIDIA chokes but
AMD seems to accept it. Not well tested on Android.
Fixes #2424 .
2013-09-01 03:11:02 -07:00
Unknown W. Brackets
7f6cf3ec29
Add a few gstate accessors for texture type stuff.
2013-08-24 11:34:37 -07:00
Henrik Rydgård
d9897719b7
Merge pull request #3260 from raven02/patch-8
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Treat light type 3 as GE_LIGHTTYPE_SPOT
2013-08-20 05:13:26 -07:00
raven02
4899f67fa1
Missing one case type == GE_LIGHTTYPE_UNKNOWN
2013-08-20 19:43:26 +08:00
raven02
a328bc968c
HW: Use GETexProjMapMode constants
2013-08-20 11:56:43 +08:00
raven02
4e533adf52
HW : Treat light type 3 as light type 2
2013-08-20 11:43:18 +08:00
Unknown W. Brackets
12c5f5e1e6
Use constants for other uv gen mode usages.
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And also change them to treat 3 as coords as well.
2013-08-19 00:43:54 -07:00
raven02
0daa550538
Add getWeightMask()
2013-07-30 23:55:11 +08:00
raven02
ba458bf421
VertexShader : Set case 3 as default #1
2013-07-29 16:53:06 +08:00
Unknown W. Brackets
7b7801d59a
Switch to including Windows.h from an intermediate.
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This makes it easier for Xbox which uses a separate header.
2013-07-28 21:04:19 -07:00
Henrik Rydgard
50a2d1b87f
More work on prescaled UV
2013-07-28 00:33:51 +02:00
Henrik Rydgard
2eaf581bbe
Add experimental UV prescaling hack, hidden as it's not finished yet.
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Most people should ignore this for now, it's a step towards faster skinning in the future.
2013-07-27 23:23:17 +02:00
Henrik Rydgard
8602c276ca
Remove that silly factor 2 for floating point texcoords and weights.
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No longer needed since we treat the various vertex formats separately.
2013-07-27 22:14:34 +02:00
Henrik Rydgard
e36e976877
Collapse skinning shaders with #bones < 4 to a single one.
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Significant perf win for skinned characters in FF:CC and maybe other games.
2013-07-27 20:09:22 +02:00
Henrik Rydgard
0ae3c041d2
Minor shader simplification
2013-07-27 18:16:32 +02:00
Unknown W. Brackets
abd9dc6137
Use the light computation/type GE accessors.
2013-07-21 19:44:30 -07:00
Unknown W. Brackets
988614f6d0
Use lightning GE state accessors where appropriate.
2013-07-21 19:44:30 -07:00
Henrik Rydgard
bf1e07661a
Cheap HW transform solution for raven02's texture scaling fix.
2013-07-10 01:23:35 +02:00
Henrik Rydgard
79110638c9
Unbreak things (silly mistake in last commit, remove *2.0 factor which just can't be right)
2013-07-06 22:50:06 +02:00
raven02
23a22a4931
HW : revert multiple with 2.0
2013-07-06 22:47:35 +08:00
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.
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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.
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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