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- Sep 28, 2022
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David Parks authored
SL-18190 WIP -- Take 2 on linear space windlight (more methodical approach -- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
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- Jul 08, 2022
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Ptolemy authored
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- Jan 29, 2021
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Ptolemy authored
SL-14731: Fix sun gamma -- merge Sovereign Engineer's patch: Fix sun gamma space for accurate color reproduction of sun textures
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- Sep 16, 2020
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Dave Houlton authored
Removed some potential div-by-0 NaNs and a mangled clamp.
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- Sep 11, 2020
- Sep 02, 2020
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Dave Houlton authored
Had to find a balance in the sunlight intensity calculation that behaves correctly for both these issues.
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Dave Houlton authored
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Dave Houlton authored
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Dave Houlton authored
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- Aug 21, 2020
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Dave Houlton authored
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- Aug 16, 2020
- Jul 02, 2020
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Ptolemy authored
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- Jul 01, 2020
- Jun 16, 2020
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Dave Houlton authored
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- Mar 16, 2020
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David Parks authored
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- Mar 05, 2020
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David Parks authored
WIP - Windlight sun lighting should happen in sRGB space, not linear space. This keeps ambient from getting overblown and better matches environment lighting with ALM on/off.
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- Sep 09, 2019
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Graham Linden authored
The un-water-fogged gap area was rendering while we were still above water, but the water surface was being near culled. I've re-enabled preculling water objects (which also fixes issues with water culling vs spinning the camera) and it seems to behave correctly.
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- Jul 23, 2019
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Graham Linden authored
Remove all references to unused shader var global_gamma. Remove many unused decls for gamma from shaders. Make post-deferred gamma correction use display_gamma. Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
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- Jul 22, 2019
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Graham Linden authored
Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader. Increase effect of variance in cloud shaders.
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- Jul 15, 2019
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Graham Linden authored
Modified windlight shader to remove adjustment to glow.z
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- Jul 10, 2019
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Graham Linden authored
Make sun additive contribition depend on facing the sun (without breaking fog). Put back scaling factor keeping sun contrib from blowing out with new FS param range for glow.
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- Jul 03, 2019
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Graham Linden authored
Fix emissives without normal maps clobbering the alpha output in materialF. Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid). Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
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- Jun 10, 2019
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Graham Linden authored
Make fullbright alpha mask with mask cutoff == 0 not generate shadows. Adjust handling of ambient across forward and deferred again.
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- Jun 06, 2019
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Graham Linden authored
More tweaking ambient light.
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- Jun 05, 2019
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Graham Linden authored
Clamp fog distance multiplier to >= 0.05 and adjust min range on control as well. Make sky shaders use dist mul consistently.
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- Jun 03, 2019
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Graham Linden authored
Fix light atten and transmittance calcs breaking ambient color contrib to fog. Needs to be tested on DRTSIM-415 or better to get legacy viewer settings that match EEP.
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- May 29, 2019
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Graham Linden authored
Modify ambient handling and forward projector lighting again to stamp out alpha fires.
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- May 21, 2019
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Graham Linden authored
Fix ambient light inputs to the renderer. Fix 3rd sky shader w/ mistaken density mod conversion. Make ambient clamp apply to all modes. Tune ALM ambient clamp to match non-ALM.
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- May 16, 2019
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Graham Linden authored
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Graham Linden authored
Adjust ambient clamp up to get closer match to release viewer for existing content.
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- May 13, 2019
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Graham Linden authored
Modify calc of sunlight to avoid clipping in gamma correct on values outside 0-1 range. Modify shaders to put back ambient clamp tuned to be close to ambient contrib in low/mid lighting.
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- May 07, 2019
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Graham Linden authored
Make haze look more like WL. Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
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- May 02, 2019
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Graham Linden authored
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra.
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- Apr 26, 2019
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Graham Linden authored
Consistency across class2/3/ALM lighting.
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Graham Linden authored
Put ambient clamp threshold back for lighter shadows but closer match to release lighting.
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- Apr 25, 2019
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Graham Linden authored
Fix handling of 1/light_y when y was tiny but getting even tinier. Add similar adjustment to shader version of same calc.
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