This project is mirrored from https://git.alchemyviewer.org/alchemy/alchemy-next.git.
Pull mirroring failed .
Repository mirroring has been paused due to too many failed attempts. It can be resumed by a project maintainer or owner.
Repository mirroring has been paused due to too many failed attempts. It can be resumed by a project maintainer or owner.
- Mar 02, 2024
-
-
Rye Mutt authored
-
- Nov 16, 2023
-
-
David Parks authored
SL-20611 Make haze effect local lights -- move sky and water haze to their own passes and unify sky and water haze in forward rendering shaders.
-
- Oct 11, 2023
-
-
David Parks authored
SL-20440 Fix for projector ambiance destroying PBR shading. Also fix longstanding bug with hard line in projector ambiance lighting. Incidental decruft of legacy_adjust and LOCAL_LIGHT_KILL, etc.
-
- Sep 11, 2023
-
-
David Parks authored
-
- Aug 22, 2023
-
-
David Parks authored
-
- Jun 21, 2023
-
-
David Parks authored
-
- Jun 01, 2023
-
-
David Parks authored
DRTVWR-559 Revert skies to be very close to release and disable tone mapping when probe ambiance is zero. Hack for desaturating legacy materials has been removed for performance and quality reasons. Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half. HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale. Also tuned up SSAO (thanks Rye!). Reviewed with Brad.
-
- Feb 03, 2023
-
-
David Parks authored
-
David Parks authored
-
David Parks authored
-
- Jan 04, 2023
- Oct 11, 2022
-
-
David Parks authored
SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), remove some unused glsl files.
-
- Sep 30, 2022
-
-
David Parks authored
SL-18239 Unify PBR and non-PBR treatment of ambient/SSAO/irradiance. Restore SSAO to release version.
-
- Sep 28, 2022
-
-
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.
-
- Jul 08, 2022
-
-
Ptolemy authored
-
- Sep 18, 2021
-
-
Rye Mutt authored
-
- Apr 29, 2021
-
-
Ptolemy authored
-
Ptolemy authored
SL-14113: Remove magic numbers. Take advantage of existing shader #defines injection by extending shader loading to make use of addConstant() instead of hard-coding magic number constants in each GLSL file.
-
Ptolemy authored
-
Ptolemy authored
-
Ptolemy authored
SL-14113: Remove magic numbers. Take advantage of existing shader #defines injection by extending shader loading to make use of addConstant() instead of hard-coding magic number constants in each GLSL file.
-
Ptolemy authored
-
- Apr 12, 2021
-
-
Ptolemy authored
-
- Mar 18, 2021
-
-
Dave Houlton authored
-
- Jan 29, 2021
-
-
Ptolemy authored
SL-14731: Fix sun gamma -- merge Sovereign Engineer's patch: Fix sun gamma space for accurate color reproduction of sun textures
-
- Jan 22, 2021
-
-
Rye Mutt authored
-
- Jan 10, 2021
-
-
Rye Mutt authored
-
- Sep 16, 2020
-
-
Dave Houlton authored
Removed some potential div-by-0 NaNs and a mangled clamp.
-
- Sep 11, 2020
- Sep 02, 2020
-
-
Dave Houlton authored
Had to find a balance in the sunlight intensity calculation that behaves correctly for both these issues.
-
Dave Houlton authored
-
Dave Houlton authored
-
Dave Houlton authored
-
- Aug 21, 2020
-
-
Dave Houlton authored
-
- Aug 16, 2020
- Jul 02, 2020
-
-
Ptolemy authored
-
- Jul 01, 2020
-
-
Ptolemy authored
-