Age | Commit message (Collapse) | Author |
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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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Make sun disc and moon shaders use sRGB hardware tex sampling.
Remove sun disc shader use of fullbright transport (fogging).
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Tweak forced frag depths for sun/moon disc images to resolve depth fighting with hills etc.
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New fix for 925/926 that doesn't cause 896 again.
Also linearize moon disc tex color.
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Juggle forced frag depths for moon/sun/stars/sky to get depth fighting with distant terrain...wait for it...sorted.
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Make moon brightness env setting affect moon diffuse/ambient color combo so it affects in-world lighting.
Adjust how the moon brightness affects the moon disc texture rendering (washes out less).
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Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.
Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
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Fix bug with setting texture matrix for rigged mesh.
Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth.
Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning
(we can no longer depend on them being mutex to each other).
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Timmy).
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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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extraneous GL state management.
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Add optional moon brightness setting
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Fix binding of current/next sun/moon textures.
Remove redundant code in GLSLShader determination of tex uniform bindings.
Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings).
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channels
and fix rendering issue from norm/spec channels during lighting.
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(default is no sun disc and just haze)
Refactor sky texture optimization to retain building the cubemap used by shiny.
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shading, and fix transposed name of daycycle func.
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