Age | Commit message (Collapse) | Author |
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Restore old sun matrix gen code.
Make sky use correct colorspace.
Make sunlight color the CPU-generated WL color when not using atmo shaders or deferred (helps 11107).
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Remove tweaks to combine cascade results.
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Remove ambient term clamping to get less dark shadows where we want less dark shadows in ALM.
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Bias shadow sampling and allow control of how dark shadows are (clamped ambient).
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Revert fix for 10901 because knock-on is causing other issues.
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Fix up shadow sampling and tweak shadow biasing.
Clean up shader decls of unused funcs.
Clean up whitespace diffs from release.
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Clamp ambient to keep shadows dark.
Apply min with shadow value after we've pow'd by light gamma consistently between forward and deferred.
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Clamp ambient contrib to get darker shadows.
New PCF sampling func.
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Fix accum of shadow weights and handling of clipped areas in spot shadow sampling.
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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.
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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.
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Fix view-dependent peter-panning from incorrectly biased shadow pos offset.
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Make area beyond far split of directional light unshadowed again.
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Another pass at playing with shadow_offset/bias to balance between peter-panning and shadow acne while sun and/or moon are near the horizon.
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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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Intel HD x000 compiler a fighting chance.
More WIP for edge-specific water shader for 9996.
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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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Tweak application of shadow bias to balance between shadow acne and Peter-panning
by using light_dir z value, per-split bias multiplier, and better jitter noise method.
Also tweak impl of spot shadow sampling func to work around issues with Intel HD shader compiler
which crashes with Intel HD 3000 driver 4459 due to shadow map array access with index using math (kwality).
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Fix handling of backfaces in shared shadow sampling broken during de-duplication.
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blocks in several shaders).
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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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