Commit graph

34 commits

Author SHA1 Message Date
wheremyfoodat
6d0479d7c1 Metal renderer fixes for iOS 2025-03-16 16:22:23 +02:00
wheremyfoodat
c061bb7b47 Format 2025-03-14 12:38:58 +02:00
wheremyfoodat
9bc50a4b9c More iOS progress 2025-03-06 23:42:12 +02:00
wheremyfoodat
cb8b13e129 Support GLES on desktop 2024-12-28 19:52:42 +02:00
Samuliak
272c24d8e4
don't bind resources unnecessarily 2024-10-31 13:45:05 +01:00
Samuliak
158be432fc
rework the lut system 2024-10-31 09:25:01 +01:00
SamoZ256
779e30e3e5
Merge branch 'master' into metal2 2024-09-24 09:22:17 +02:00
wheremyfoodat
937348a36f
OpenGL: Fix shift signedness in fog calculation 2024-08-20 03:17:53 +03:00
wheremyfoodat
4b11eb0984 OpenGL: Fix fragment shader compilation error 2024-08-20 03:09:40 +03:00
Samuliak
98b5d56021 metal: add all the files 2024-08-16 10:06:56 +02:00
offtkp
4176a19256 Fog in ubershader 2024-07-21 17:38:07 +03:00
offtkp
8b26e1e3fc Fix shadowed variable in ubershader 2024-07-21 15:42:12 +03:00
wheremyfoodat
90abf8a376 Fix signedness mess-ups in shaders 2024-07-19 01:31:04 +03:00
offtkp
e36b6c77a7 Fix lugi and toad treasure tracker in ubershader
Co-authored-by: wheremyfoodat <4909372+wheremyfoodat@users.noreply.github.com>
2024-07-19 00:09:35 +03:00
Paris Oplopoios
6279ce3df2
Move comments to docs, sign extend stuff for Android (#539)
* Move documentation, sign extend spot dir

* Update gles.patch

* Fix compilation errors

* Update gles.patch
2024-07-18 04:54:28 +03:00
wheremyfoodat
e1268f57b5 Shadergen: Fix attribute declarations 2024-07-18 04:23:00 +03:00
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
GPUCode
dc68fc9943 gpu: Saturate color before interpolation 2023-08-29 21:59:59 +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
Wunkolo
57ee0a3db9 Fix display drawing
Disable depth-testing, the display vertex-shader, and the
viewport/scissor positioning of the bottom screen.

We have visual!
2023-08-24 11:31:55 -07:00
Wunkolo
97b6b7f122 Add Vulkan Host-Shader compilation
Compiles Vulkan Host shaders into spirv binary files and embeds them
into the application's virtual file-system.
2023-08-20 23:01:43 -07:00
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
wheremyfoodat
f956a3eb7a Add glsl files to source_group 2023-07-16 22:01:14 +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