Commit graph

14 commits

Author SHA1 Message Date
offtkp
7e7856fa44 Pack sampler configurations in bitfields instead of bool arrays 2024-07-18 02:51:44 +03:00
offtkp
2ca886f64f Move normal calculation to the fragment shader 2024-07-17 22:08:48 +03:00
offtkp
8b4eacc7b6 More luigi mansion fixes 2024-07-16 20:32:35 +03:00
offtkp
139f35588d Switch to shifts in some places instead of multiplication 2024-07-16 16:23:42 +03:00
offtkp
e5bed23cee Fix Luigi's flashlight in Luigi's Mansion 2024-07-16 15:50:18 +03:00
offtkp
9b4e5841e7 Summary of the current state of lighting
fragment_light.elf: works
toon_shading.elf: works
Cave story 3d: no longer too dark, but the intro has a bug
Rabbids: positional lighting fixes, looks better
Mario 3d land: ground is not too bright, mario is not yellow
Kirby triple deluxe: Kirby is not shining like before
Luigis mansion: better but luigi lighting is way off and spotlight sometimes turns off
Captain Toad: bit better, still too bright
Omega ruby: looks fine to me
Pokemon Super Mystery Dungeon: looks fine to me
Lego batman: didn't try but should work?
2024-07-15 23:34:55 +03:00
offtkp
a3886a948f Switch to GL_TEXTURE_2D for lighting LUT 2024-07-09 20:51:09 +03:00
offtkp
c081a099e5 Fix more shader type mismatches 2023-10-17 23:38:11 +03:00
wheremyfoodat
5043f98e00
Fix shader type mismatches (#311)
* Update opengl_fragment_shader.frag

* Update opengl_vertex_shader.vert
2023-10-17 22:24:44 +03:00
wheremyfoodat
e9f94aab24 Default TEV source 15 to the vertex colour
Co-Authored-By: GPUCode <47210458+GPUCode@users.noreply.github.com>
2023-08-28 12:43:35 +03:00
wheremyfoodat
7e0f0cc99a Switch to not making positional lights pink in upstream 2023-08-15 23:52:57 +03:00
wheremyfoodat
2c4473bb6e clang-format 2023-08-02 20:05:36 +03:00
wheremyfoodat
66847d4570 Positional lighting maybe 2023-08-02 18:52:52 +03:00
Wunkolo
a9bb11e4b3 Migrate OpenGL string-literals to embedded files
Rather than declaring a big C++ literal for these strings, they are now
proper `.vert` and `.frag` files that will become embedded into the
application at build-time. It also allows for clang-format to format the
glsl files the same as our C++ code. CMake will also automatically track
and re-embed the file if it detects that the glsl source files have
changed since the last build. Ex, making a change to
`opengl_display.frag` and compiling will automatically recompile and
link the resource-target that it is associated with.
2023-07-15 19:12:07 -07:00