Age | Commit message (Collapse) | Author |
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transform so we can store the environment intensity in the blue channel.
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map alpha.
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approximation in light curves. Fix fresnel math.
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remove banding and not break all shiny objects.
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Removed materials rendering from the bump draw pool, and reverted it to its previous state.
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implemented at this point for opaque geometry.
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enabled.
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Shadows enabled.
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enabled
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terrainF and treeF.
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errors, and shiny environment map errors due to lack of negative Z)
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a bunch of trivial clean-ups and commentary.
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Coalesced patchset.
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for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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on Intel HD 3000, 10.7.2
* Fixed up shaders to add haze_density and blue_density together correctly as vec4's rather than
relying on the shader compiler to add them together properly.
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enabled on Intel HD 3000, 10.7.2
Refactored WindLight estate settings to use float uniforms in the shaders that
only need it, rather than vec4's for everything.
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