- 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
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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- Apr 16, 2019
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Graham Linden 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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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
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- 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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- 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
Add decls for intermediate lighting values for debug.
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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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Graham Linden authored
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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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- 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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- Apr 03, 2019
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Geenz authored
--HG-- branch : BUG-226620
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Geenz authored
Fixes BUG-226620 --HG-- branch : BUG-226620
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Graham Linden authored
Make terrain *not* blend all the way to diffuse color for no reason.
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- Apr 02, 2019
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Graham Linden authored
Apply sRGB colorspace to deferred cloud output.
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Graham Linden authored
Juggle forced frag depths for moon/sun/stars/sky to get depth fighting with distant terrain...wait for it...sorted.
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Graham Linden authored
Fix trying to bind diffuse maps for shader without uniform in shadow shaders. Clean up merge fail around mShaderLevel namechange.
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Geenz authored
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Geenz authored
This is more or less to achieve the non-ALM bloom behavior in most circumstances. Why scale it? Normalized blinn-phong gets brighter the higher the specular exponent. As it stood, the old spec contribution was extremely bright despite looking "correct". This is largely eyeballed, but generally looks better for all light sources applied to the surface of the water.
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Geenz authored
The atomospherics were being applied both in the G-buffer and during the sun light pass. This ensures that is not the case. Additionally, re-enable specular on the water plane, scale the bloom factor to something more reasonable, and also someone broke specular on emissive surfaces. That's fixed too now.
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- Apr 01, 2019
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Geenz authored
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- Mar 30, 2019
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Geenz authored
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- Mar 29, 2019
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Graham Linden authored
Add Geenz doings to the contribs list. Fix per-frag atmospherics to use sRGB conversion. Update ref to new KDU package.
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- Mar 28, 2019
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Graham Linden authored
Make moon brightness env setting affect moon diffuse/ambient color combo so it affects in-world lighting. Adjust how the moon brightness affects the moon disc texture rendering (washes out less).
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Graham Linden authored
Replace old spot prio calc. Replace fudge factors on light radius and falloff for deferred lights.
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- Mar 27, 2019
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Graham Linden authored
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- Mar 26, 2019
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Graham Linden authored
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