Age | Commit message (Collapse) | Author |
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Remove all references to unused shader var global_gamma.
Remove many unused decls for gamma from shaders.
Make post-deferred gamma correction use display_gamma.
Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
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Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader.
Increase effect of variance in cloud shaders.
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Fix culling on Low+ water reflection pass.
Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!).
Fix setting of cloud color for deferred sky/cloud shaders.
Put water reflections back in wrong colorspace for consistency with release.
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Gave clouds the Bob Ross treatment.
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Make alpha shader apply vert color everywhere.
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Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
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Apply sRGB colorspace to deferred cloud output.
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Fix skydome VB generation to cover entire range of phi (give sky pants).
Add shader code to fade out clouds to simulate old look at altitude.
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SL-9851
Fix cloud shaders to ignore clouds when cloud_scale is 0.
Fix creation of heavenly body geo to avoid degenerate vector math
and not randomly flip orientation when crossing zenith.
Add sun_up_factor to eliminate sun glow around moon when sun is down.
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add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
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could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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shaders to lerp between current and next cloud texture.
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using DEFINE_GL_FRAGCOLOR for consistency.
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for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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outputs -- no more deprecation warnings on nvidia
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texture rendering based on available hardware.
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GL_ARB_texture_multisample instead.
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