Age | Commit message (Collapse) | Author |
|
|
|
Fix up shadow sampling and tweak shadow biasing.
Clean up shader decls of unused funcs.
Clean up whitespace diffs from release.
|
|
--HG--
branch : OPEN-340
|
|
Fix falloff on projectors in forward rendering (different falloff calcs than deferred).
|
|
Make projector ambiance unshadowed in both forward and deferred for consistency.
|
|
forward rendering.
Add decls for intermediate lighting values for debug.
|
|
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.
|
|
Fix directionality of da and preserve bumps on completely shadowed areas.
|
|
Clamp ambient to keep shadows dark.
Apply min with shadow value after we've pow'd by light gamma consistently between forward and deferred.
|
|
Clamp ambient contrib to get darker shadows.
New PCF sampling func.
|
|
|
|
Make spot shadowing more consistent.
|
|
Don't step on SUNLIGHT_COLOR uniform w/ syncLightState competing set.
Put drawpool alpha render loop lighting setup changes as they were
(this will give back some performance and possibly require reopening 10566).
|
|
Remove shadow influence on ambient term causing inverted lighting in extreme setups.
|
|
|
|
Fix reflection/distortion map culling planes again.
Fix broken handling of shadow disables in ALM forward shaders.
|
|
Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
|
|
|
|
Tie using deferred rendering in water reflection/distortion map generation to debug var again
(claw back some performance lost to doing post-deferred in water map generation).
Edit softenLightF for class1/class2 to make them comparable again.
|
|
Fix lighting and gamma correction differences between deferred and forward rendering including materials objects.
Verify 10612 and 10500 remain fixed.
Make sure all necessary deferred shaders get the atmospheric uniform updates for doing frag-based atmospherics.
|
|
Add ambiance handling to the light loop in the forward incarnation of materialF
and tweak alphaF to match lighing of material alpha-blend objects and non-ALM rendering.
|
|
Fix shadow sampling min with caster dp and offset tweaks.
Fix moon direction not being transformed as the sun dir is.
Fix colorspace issue causing some objects to render grayish instead of blackish.
|
|
Replace clamp on height in atmospherics calcs on fragment shader path.
Fix colorspace conversions in material shaders in forward rendering mode.
Fix deferred shaders not setting the sun_up_factor uniform and getting moonlight instead of sunlight.
|
|
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).
|
|
blocks in several shaders).
|
|
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
|
|
|
|
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.
|
|
|
|
Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
|
|
lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
|
|
Make shaders use consistent naming and parameter order for transport and atmospheric helpers.
Share transport and gamma correction code where possible.
Add lots of asserts and other validation for when things don't go as planned.
Engage dumpShaderSource to get more source output with shader compilation fail.
|
|
|
|
|
|
Remove moon_dir related shader code causing sunlight shadow artifacting.
|
|
Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
|
|
|
|
format.
|
|
and unify on using the version that works on OSX.
Add more logging to shader loading about fallbacks and loading succcess.
Add frag shaders for sharing sRGB and normal encode/decode via GL shader linkage.
|
|
as necessary.
|
|
using DEFINE_GL_FRAGCOLOR for consistency.
|
|
|
|
alpha/non/ALM/non-ALM
|
|
10.6.8 nV driver issues
|
|
conversion in one place
|
|
match more closely
|
|
deferred (opaque objects)
|
|
|
|
|
|
issues, alpha-blend objects still missing haze underwater
|