- Apr 19, 2019
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Graham Linden authored
Add directory names to sentinels in shaders so shaders with same filename can be differentiated in nSight while debugging.
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- Apr 18, 2019
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Graham Linden authored
Don't re-range density multiplier twice.
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Graham Linden authored
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Graham Linden authored
Make fullbright transport look closer to normal transport so fullbright objects reflect distance.
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Graham Linden authored
Fix use of density and distance multipliers in atmospherics to use original pre-EEP range instead of FS expanded range. Modify additive calc to restore old behavior (probably reverts fix for "lens flare" bug).
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Graham Linden authored
Make moon disc image render only if current or previous textures are available.
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maxim_productengine authored
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- Apr 17, 2019
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Nat Goodspeed authored
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- Apr 16, 2019
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Graham Linden authored
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maxim_productengine authored
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- Apr 15, 2019
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Graham Linden authored
Tweak forced frag depths for sun/moon disc images to resolve depth fighting with hills etc.
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Graham Linden authored
Scale down of bloom was off by a factor of 3 or so.
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Graham Linden authored
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- Apr 10, 2019
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Graham Linden authored
Fix up shadow sampling and tweak shadow biasing. Clean up shader decls of unused funcs. Clean up whitespace diffs from release.
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Graham Linden authored
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Graham Linden authored
New fix for 925/926 that doesn't cause 896 again. Also linearize moon disc tex color.
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maxim_productengine authored
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Geenz authored
--HG-- branch : OPEN-340
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Geenz authored
--HG-- branch : OPEN-340
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Geenz authored
--HG-- branch : OPEN-340
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Geenz authored
Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate. This change makes sure the two are separated. Using this over a multimap largely for readibility. Also, actually, you know, use this functionality. --HG-- branch : OPEN-340
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Geenz authored
Still some work to go here. Largely related to how certain values (i.e., SSAO mix values) are supplied. But so far, so good. --HG-- branch : OPEN-340
- Apr 09, 2019
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Graham Linden authored
Fix falloff on projectors in forward rendering (different falloff calcs than deferred).
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Graham Linden authored
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Graham Linden authored
Restore letting env auto-update sunlight_color uniform (other shaders expect it even if lighting does not).
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- Apr 08, 2019
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Graham Linden authored
Make projector ambiance unshadowed in both forward and deferred for consistency.
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Graham Linden authored
Fix conversion of star brightness, density mult, and distance mult to legacy ranges. Make settings look in both legacyhaze and top-level settings for haze params.
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Graham Linden authored
Add decls for intermediate lighting values for debug.
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maxim_productengine authored
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- Apr 05, 2019
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Graham Linden authored
Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm, because it's a water shader and needs water atmo uniform values, but it's a deferred lighting shader that needs not-so-rotated lightnorms. Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse. Remove mix to preserve bumps as it was washing out shadows.
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Graham Linden authored
Fix directionality of da and preserve bumps on completely shadowed areas.
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andreykproductengine authored
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Graham Linden authored
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Graham Linden authored
Clamp far_clip for sun shadows to >= 256.0 to prevent issues when draw distance < ~100m.
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Graham Linden authored
Clamp ambient to keep shadows dark. Apply min with shadow value after we've pow'd by light gamma consistently between forward and deferred.
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maxim_productengine authored
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- Apr 04, 2019
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Graham Linden authored
Clamp ambient contrib to get darker shadows. New PCF sampling func.
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Rider Linden authored
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Graham Linden authored
Disable occlusion culling when rendering water reflection/refraction maps again (still getting probabalistic results for reflection map contents). :/
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