- Sep 08, 2024
- Jun 04, 2024
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David Parks authored
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Rye Mutt authored
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- May 15, 2024
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Andrey Lihatskiy authored
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- Apr 29, 2024
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Andrey Lihatskiy authored
#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed
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- Apr 21, 2024
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Rye Mutt authored
* Fix sampling normals from gbuffer and cleanup redundant gbuffer samples * Allow negative normals in gbuffer to fix broken material rendering
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- Apr 20, 2024
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Rye Mutt authored
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- Apr 19, 2024
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Rye Mutt authored
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David Parks authored
* #1139 Fix for world going black/white in some scenes (NaNs) NaNs were coming from normal encode/decode. Take advantage of available gbuffer space to send full normal instead of encoding. * #1139 Cleanup remove now unused encodeNormF.glsl * #1139 Remove final reference to encodeNormF * #1139 Fix for getNormalEnvIntensityFlags referencing wrong sampler for env intensity * Mac build fix
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- Jan 09, 2024
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Rye Mutt authored
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- Oct 02, 2023
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David Parks authored
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- Oct 01, 2023
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Rye Mutt authored
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- Sep 28, 2023
- Sep 22, 2023
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Rye Mutt authored
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- Jun 01, 2023
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David Parks authored
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- May 17, 2023
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David Parks authored
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- Apr 14, 2023
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David Parks authored
DRTVWR-559 Balance night scenes against release, nudge glow down a smidge, remove exposure correction from legacy fullbright balance PBR materials against legacy.
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- Apr 06, 2023
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David Parks authored
SL-19538 Followup -- scrub all possible sources of NaNs, make dynamic exposure controls not persist, limit exposure range, and do a debug gl pass.
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- Mar 02, 2023
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David Parks authored
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David Parks authored
SL-19281 Unify handling of haze and gamma between fullbright and not and move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
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- Feb 24, 2023
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David Parks authored
SL-19212 Resurrect glare and apply to PBR materials as well (and fix color mismatch in legacy alpha vs opaque).
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- Feb 07, 2023
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David Parks authored
SL-19147 Water quality pass. Remove gl_FragDepth writes from sky rendering (optimization). Incidental decruft.
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- Nov 14, 2022
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First pass of Screen Space Reflections Approved-by: Dave Parks
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- Oct 13, 2022
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Cosmic Linden authored
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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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- 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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- 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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- Sep 28, 2022
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David Parks authored
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- Sep 19, 2022
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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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