| Age | Commit message (Collapse) | Author |
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LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders.
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Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage.
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and below water
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atmosphericsFuncsF for sunlight and additive, but leave linear ambient in tact.
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unused functions.
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polished surfaces
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between deferred and alpha passes for sunlight and IBL.
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alias, and unused sa
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Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne.
Move stars to just this side of the sky some to reduce parallax.
Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm
(try to help the Intel HD x000 compiler learn to link correctly).
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De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
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Modify handling of directional light to prefer sun when it is up but use moon dir/color when it is alone in the sky.
Modify handling of shader in shaders to get some shadowing of ambient and nighttime shadowing.
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lighting pipe.
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