Age | Commit message (Collapse) | Author |
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See textureUtilV.glsl for UV coordinate comments
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Also fix stuck sun/moon and incidental decruft.
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(optimization). Incidental decruft.
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Feed fresnel component into PBR alpha. Remove obsolete "shader_hierarchy.txt", remove redundant LL_PROFILE_ZONE_SCOPED, remove unused shader feature flag.
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forward rendering code.
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wrong color space.
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2GB), remove irradiance map feedback loop (one bounce, but but more stable and allows for much brighter first bounce), make sky contribution to irradiance not tint the world blue. Make irradiance that appears in radiance maps match world irradiance.
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blending. (#63)
* SL-19203 WIP -- Integrate SSR with reflection probes. Decruft LLRenderTarget.
* SL-19203 WIP -- Re-integrate SSR. Incidental decruft.
* SL-19203 WIP -- SSR frame delta correction (still broken for Z)
* SL-19203 WIP -- SSR frame delta Z fix
* SL-19203 WIP -- Make SSR toggleable again and disable SSR in cube snapshots.
* SL-19203 WIP -- Soften sphere probe transitions and fix reflections on void water (make fallback probe a simple terrain+water+sky probe). Remove parallax correction for automatic probes to reduce artifacts.
* SL-19203 Tune probe blending.
* SL-19203 Cleanup.
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SL-18869, SL-18772 Overhaul VBO management, restore occlusion culling, intel compatibility pass, etc
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First pass of Screen Space Reflections
Approved-by: Dave Parks
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LLVertexBuffer (blows past 16-attribute limit)
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approprate texture transforms
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"Transparent Water" checkbox.
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busted). WIP on reflection probe/PBR driven water shader.
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-- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
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materials
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and fix for gl errors on AMD windows
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with UI and ReflectionMapManager
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(decruftify settings, compatibility pass).
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to compile/link
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compile/link
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