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  1. May 13, 2020
  2. Oct 25, 2019
  3. Aug 13, 2019
    • Graham Linden's avatar
      SL-11212 · fac181b1
      Graham Linden authored
      Calculate sunAngle2 correctly given light dir in new coord space.
      fac181b1
  4. Aug 12, 2019
    • Graham Linden's avatar
      SL-10566, SL-10677 · 5937a422
      Graham Linden authored
      Make sky updates only occur if the input atmospherics values have actually changed (perf optimization).
      
      Make water rendering use specular color for coloring spec.
      5937a422
  5. Jun 06, 2019
    • Graham Linden's avatar
      SL-11367 · 158a0104
      Graham Linden authored
      Use rotated lightnorm directly in water shader instead of forcing all shaders marked as water (including lighting) to get that norm
      (where it would only affect Mid as only that graphics mode has atmospherics on but isn't using deferred rendering).
      158a0104
  6. May 17, 2019
    • Graham Linden's avatar
      SL-11112 · c8ae0c0c
      Graham Linden authored
      Fix blend between reflected/refracted water maps (make less transparent)
      and fix setting of water fog color alpha on low end to better match
      prev behavior of setting the internal control value in that case.
      c8ae0c0c
  7. Mar 19, 2019
    • Graham Linden's avatar
      SL-10763 · 2d514e4b
      Graham Linden authored
      Fix broken logic for alpha drawpool when rendering with basic shaders off.
      
      Force unbind of 2nd tex unit that we use during water rendering.
      2d514e4b
  8. Mar 12, 2019
  9. Mar 11, 2019
  10. Mar 05, 2019
  11. Mar 03, 2019
    • Graham Linden's avatar
      SL-10664, SL-10666 · 4c3050a3
      Graham Linden authored
      Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
      
      Baseline for performance work.
      4c3050a3
  12. Feb 28, 2019
    • Graham Linden's avatar
      EEP performance WIP · c1d24168
      Graham Linden authored
      Mods to improve alpha obj render performance.
      
      Removes hacky fix for HUD elements getting atmospherics.
      
      Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding.
      
      Fix up default classes and basic shader loading (remove unused shared modules).
      c1d24168
  13. Feb 27, 2019
    • Graham Linden's avatar
      SL-10566 part the fourth · d7ad30a2
      Graham Linden authored
      Fix water rendering causing distortion map update very frame.
      
      Reduce binds in alpha draw pool for HUD atmo suppression (may regress HUD lighting weirdness).
      
      Add ability to retrieve current user clip plane so it can be saved/restored around water map gen.
      
      Leave render type masks as is after reflection map render to get detail filtering applied to distortion map again.
      
      Re-enable occlusion in distortion map rendering.
      d7ad30a2
  14. Feb 21, 2019
  15. Feb 13, 2019
    • Graham Linden's avatar
      SL-10181, SL-10546 · 65927e0a
      Graham Linden authored
      Fix distortion map rendering in deferred mode not including underwater fog effects.
      
      Fix distortion map rendering not including post-deferred content at all.
      
      Fix distortion map rendering not including anything but sky when camera is underwater.
      
      Update sun_up_factor/sunmoon_glow_factor uniforms even when sun disc isn't in use.
      65927e0a
  16. Feb 06, 2019
  17. Feb 05, 2019
  18. Feb 01, 2019
    • Graham Linden's avatar
      SL-9996, SL-1130, SL-5546 · 5a8610cc
      Graham Linden authored
      Fix bug with setting texture matrix for rigged mesh.
      
      Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth.
      
      Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning
      (we can no longer depend on them being mutex to each other).
      5a8610cc
  19. Jan 31, 2019
    • Graham Linden's avatar
      9996 partial fix (works for non-ALM rendering only) · 767fb53a
      Graham Linden authored
      Use a new edge water shader to allow forcing frag depth to avoid z-fighting at back edge of water edge pieces.
      
      This will not work for ALM because forcing the depth breaks the use of the depth to backproject gbuffer position which breaks lighting calcs.
      767fb53a
  20. Jan 30, 2019
  21. Jan 07, 2019
  22. Jan 03, 2019
  23. Dec 06, 2018
  24. Nov 28, 2018
  25. Nov 15, 2018
  26. Oct 19, 2018
    • Graham Linden's avatar
      SL-9929 · 75858d9f
      Graham Linden authored
      Replace WL atmospherics sun color calcs, fix water specular sunlight contribution to use them,
      and do not add moon contribution during daytime.
      75858d9f
  27. Oct 01, 2018
    • Graham Linden's avatar
      SL-1655 · ae099c63
      Graham Linden authored
      Make water horizon consistent between ALM and non-ALM rendering again.
      
      Fix using deferred sky rendering in reflections.
      
      Make matrix mode explicit around push/pop for safety.
      ae099c63
  28. Sep 25, 2018
  29. Sep 24, 2018
    • Graham Linden's avatar
      SL-9708 · e5a8fb04
      Graham Linden authored
        Fix knock-on from fix for SL1505 reflection matrix bug by putting back old code for setting up underwater culling planes.
      
        Fix some diffs from viewer-release.
      e5a8fb04
    • AndreyL ProductEngine's avatar
      line endings fix · 46481b25
      AndreyL ProductEngine authored
      46481b25
  30. Sep 19, 2018
    • Graham Linden's avatar
      SL-9696 · 741d283c
      Graham Linden authored
      Remove squashfarclip hackery to make horizon lines in deferred match non-ALM rendering to avoid seam when rendering deferred.
      741d283c
  31. Sep 18, 2018
    • Graham Linden's avatar
      SL-9685 · 862b8f72
      Graham Linden authored
      Make sure legacy opaque water texture ID is assigned so it can be bound for lowest graphics use.
      862b8f72
  32. Aug 30, 2018
    • Graham Linden's avatar
      MAINT-9007 · d452fd77
      Graham Linden authored
      fix management of water plane and fog Ks shader uniforms
      d452fd77
  33. Aug 22, 2018
    • Graham Linden's avatar
      MAINT-9006 · b86e899e
      Graham Linden authored
      Make perspective projection consistent between ALM and non-ALM when drawing water (horizon matches).
      
      Make perspective projection consistent between ALM and non-ALM when drawing heavenly bodies (sun disc position matches).
      
      Make gamma correction of sun disc tex consistent between ALM and non-ALM rendering.
      b86e899e
  34. Aug 14, 2018
  35. Jul 27, 2018
  36. Jun 26, 2018
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