Age | Commit message (Collapse) | Author |
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LF, and trim trailing whitespaces as needed
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probes (thanks Rye), remove noiseMap from light shaders (removes speckles), make irradiance maps RGB16F instead of RGBA16. Use actual luminance for sky instead of max color component during irradiance map pass.
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(optimization). Incidental decruft.
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space for accurate color reproduction of sun textures
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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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Juggle forced frag depths for moon/sun/stars/sky to get depth fighting with distant terrain...wait for it...sorted.
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Remove fade effect on sun disc as it nears horizon (stars poke through).
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Use gl_FragDepth on deferred sun disc to fix z-fighting with sky dome and get layering of sky/stars/sun/moon/clouds correct.
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Modify sun disc shader to better position itself within the sun glow and to
fade as the sun approaches the horizon (to mask where the position difference is greatest).
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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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