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- Aug 22, 2023
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David Parks authored
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- Jun 21, 2023
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David Parks authored
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- Jun 01, 2023
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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.
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- Feb 03, 2023
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David Parks authored
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David Parks authored
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David Parks authored
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- Oct 11, 2022
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David Parks authored
SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), remove some unused glsl files.
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- Sep 30, 2022
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David Parks authored
SL-18239 Unify PBR and non-PBR treatment of ambient/SSAO/irradiance. Restore SSAO to release version.
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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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- Apr 29, 2021
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Ptolemy authored
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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.
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Ptolemy authored
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Ptolemy authored
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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.
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Ptolemy authored
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- Apr 12, 2021
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Ptolemy authored
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- Mar 18, 2021
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Dave Houlton 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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