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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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- Oct 10, 2022
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David Parks authored
SL-18190 Fix alpha not playing nice with water surface by split LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders.
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David Parks authored
SL-18190 Use funky distance based error correction only on water surface (revisit for general use later).
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- Oct 07, 2022
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David Parks authored
SL-18190 Move water shaders to class 3, add debug stub for underWaterF.glsl, make underWaterF and softenLightF apply water fog in linear space.
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David Parks authored
SL-18190 Temporarily disable occlusion culling by default -- not compatible with depth buffer management changes.
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- Oct 06, 2022
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David Parks authored
SL-18190 Water shader WIP. Better parallax correction for sphere probes. Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage.
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- Oct 05, 2022
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David Parks authored
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- Oct 04, 2022
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David Parks authored
SL-18293, SL-18190 -- Fix for debug displays not showing up (wireframe still busted). WIP on reflection probe/PBR driven water shader.
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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 29, 2022
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David Parks authored
SL-18190 End of linear space odyssey -- just eat the conversions in atmosphericsFuncsF for sunlight and additive, but leave linear ambient in tact.
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Brad Kittenbrink authored
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David Parks authored
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- Sep 28, 2022
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David Parks authored
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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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- Sep 26, 2022
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David Parks authored
SL-18190 WIP - Windlight to linear space proof of concept, better parity between release viewer and materials viewer when reflections disabled. Avoid run-away probe ambiance.
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- Sep 23, 2022
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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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- Sep 22, 2022
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David Parks authored
SL-17705 Backwards compatibility pass. Support OpenGL pre-4.0 by disabling reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled.
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- Sep 20, 2022
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David Parks authored
SL-18190 Reduce banding (stay in linear space as much as possible, increase precision of reflection probes). Faster radiance and irradiance map generation.
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- Sep 19, 2022
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Andrey Kleshchev authored
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David Parks authored
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- Sep 17, 2022
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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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David Parks authored
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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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David Parks authored
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- Sep 16, 2022
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Howard Stearns authored
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- Sep 14, 2022
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David Parks authored
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David Parks authored
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- Sep 13, 2022
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David Parks authored
SL-17701 WIP -- Correct color space management for base color and emissive color factors and textures. Support for double sided alpha blended PBR materials.
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Andrey Kleshchev authored
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David Parks authored
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David Parks authored
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David Parks authored
SL-17701 WIP -- Cleanup/refactor PBR lighting implementation and get parity between deferred and alpha passes for sunlight and IBL.
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Howard Stearns authored
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- Sep 12, 2022
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David Parks authored
SL-18095 Add tangents to mesh assets so we can calculate mikktspace tangents in the mesh's original coordinate frame.
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