- May 13, 2020
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Andrey Kleshchev authored
Opaque water is not compatible with ALM
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- Oct 25, 2019
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andreykproductengine authored
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- Aug 13, 2019
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Graham Linden authored
Calculate sunAngle2 correctly given light dir in new coord space.
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- Aug 12, 2019
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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.
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- Jun 06, 2019
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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).
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- May 17, 2019
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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.
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- Mar 19, 2019
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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.
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- Mar 12, 2019
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Graham Linden authored
'warn-on-failure:no-tabs'
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- Mar 11, 2019
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Graham Linden authored
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- Mar 05, 2019
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Graham Linden authored
Use (Restore)TexSetup for tex binding (should be equivalent now). Simplify uniform management in alpha drawpool loop. Fix wrong modelview mat being used for distortion map gen.
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- Mar 03, 2019
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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.
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- Feb 28, 2019
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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).
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- Feb 27, 2019
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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.
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- Feb 21, 2019
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Graham Linden authored
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- Feb 13, 2019
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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.
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- Feb 06, 2019
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andreykproductengine authored
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- Feb 05, 2019
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andreykproductengine authored
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- Feb 01, 2019
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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).
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- Jan 31, 2019
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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.
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- Jan 30, 2019
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Graham Linden authored
Eliminate helper GLSL modules depending on further GLSL modules to give Intel HD x000 compiler a fighting chance. More WIP for edge-specific water shader for 9996.
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Graham Linden authored
Prepare for using ifdef to conditionally engage using gl_FragDepth in water shaders (because GL requires that writing to gl_FragDepth on any path means you need to write a depth value on every path).
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- Jan 07, 2019
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Graham Linden authored
SL-10304 fix handling of water normal map blending when both current and next textures are identical.
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- Jan 03, 2019
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Graham Linden authored
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- Dec 06, 2018
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Graham Linden authored
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl Split shared shadow tap funcs into shadowUtil.glsl
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- Nov 28, 2018
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Graham Linden authored
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- Nov 15, 2018
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Graham Linden authored
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- Oct 19, 2018
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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.
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- Oct 01, 2018
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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.
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- Sep 25, 2018
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Graham Linden authored
Get both reflections and clip plane bugs fixed (at the same damn time).
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- Sep 24, 2018
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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.
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AndreyL ProductEngine authored
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- Sep 19, 2018
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Graham Linden authored
Remove squashfarclip hackery to make horizon lines in deferred match non-ALM rendering to avoid seam when rendering deferred.
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- Sep 18, 2018
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Graham Linden authored
Make sure legacy opaque water texture ID is assigned so it can be bound for lowest graphics use.
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- Aug 30, 2018
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Graham Linden authored
fix management of water plane and fog Ks shader uniforms
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- Aug 22, 2018
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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.
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- Aug 14, 2018
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Graham Linden authored
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Graham Linden authored
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- Jul 27, 2018
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Rider Linden authored
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Rider Linden authored
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- Jun 26, 2018
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Graham Linden authored
Fix OSX bug from OLD_SELECT GLSL work-around define not being used with automatically linked feature shaders. Add LL_RELEASE_FOR_DOWNLOAD ifdef around launcher nag. Fix OSX 10.14 SDK compile issue from unused var in scroll list.
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