Age | Commit message (Collapse) | Author |
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luminance and distance to center of screen, rebalance night, don't rely on blending not clamping R16F.
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to exposure sample.
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hacky HDR sky reflections).
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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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DRTVWR-559
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calculation (#118)
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move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
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SL-19279: LLGLSLShader::bindXXX is not free. Pack the uniforms
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midday, adjust reflections off, and decruft depth buffer error correction shenanigans that are no longer used.
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SL-19265: Fix precision issue with texture transforms, separate texture animations
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underlying texture transform
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matrix calculation into the shader
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mismatch in legacy alpha vs opaque).
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SL-19228: Fix GLTF texture transform rotation + add UV debug
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See textureUtilV.glsl for UV coordinate comments
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"haziness" (and also fix banding in emissive materials)
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Also fix stuck sun/moon and incidental decruft.
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(optimization). Incidental decruft.
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forward rendering code.
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wrong color space.
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Incidental decruft. Do I get a prize for 1000th jira?
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blending. (#63)
* SL-19203 WIP -- Integrate SSR with reflection probes. Decruft LLRenderTarget.
* SL-19203 WIP -- Re-integrate SSR. Incidental decruft.
* SL-19203 WIP -- SSR frame delta correction (still broken for Z)
* SL-19203 WIP -- SSR frame delta Z fix
* SL-19203 WIP -- Make SSR toggleable again and disable SSR in cube snapshots.
* SL-19203 WIP -- Soften sphere probe transitions and fix reflections on void water (make fallback probe a simple terrain+water+sky probe). Remove parallax correction for automatic probes to reduce artifacts.
* SL-19203 Tune probe blending.
* SL-19203 Cleanup.
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decruft.
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and fix non-standard gl_Position z values
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usage of gl_FragDepth from shadow shaders.
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