Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-08-22 | SL-17975: PBR: Add light debugging | Ptolemy | |
2022-08-10 | SL-17763: PBR: Add common spotlight ambiance calcs to deferred utilities | Ptolemy | |
2022-08-02 | SL-17762: PBR: Fix falloff | Ptolemy | |
2022-08-02 | SL-17762L PBR: Move texture2DLodDiffuse() to defferredUtil | Ptolemy | |
2022-08-02 | SL-17762: PBR: Cleanup code, add clipProjectedLightVars() | Ptolemy | |
2022-07-15 | SL-17702: PBR: Cleanup light shaders to use calcHalfVectors, remove da ↵ | Ptolemy | |
alias, and unused sa | |||
2022-07-15 | SL-17702: PBR: Stub in light attenuation | Ptolemy | |
2022-07-14 | SL-17702: PBR: First pass point lights | Ptolemy | |
2022-07-14 | SL-17764: PBR: Add light shaders to class 3 deferred | Ptolemy | |
2019-01-30 | SL-10415, SL-10434 | Graham Linden | |
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). | |||
2018-12-06 | De-duplicate deferred gbuffer access for getPosition/getNorm. | Graham Linden | |
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl Split shared shadow tap funcs into shadowUtil.glsl | |||
2018-12-03 | SL-10055 | Graham Linden | |
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. | |||
2018-11-14 | Work around broken deps on atmospheric vars in the frag-based deferred ↵ | Graham Linden | |
lighting pipe. | |||
2018-11-09 | Add missing new shader files. | Graham Linden | |