Age | Commit message (Collapse) | Author |
|
Make haze look more like WL.
Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
|
|
Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
|
|
Put ambient clamp threshold back for lighter shadows but closer match to release lighting.
|
|
Fix handling of 1/light_y when y was tiny but getting even tinier.
Add similar adjustment to shader version of same calc.
|
|
Bias shadow sampling and allow control of how dark shadows are (clamped ambient).
|
|
Modify handling of additive to make extreme range of glow focus/size safe from lens flare artifacts.
|
|
settings.
|
|
to WL).
Remove all refs to now unused calcFragAtmospherics.
|
|
Don't re-range density multiplier twice.
|
|
Fix use of density and distance multipliers in atmospherics to use original pre-EEP range instead of FS expanded range.
Modify additive calc to restore old behavior (probably reverts fix for "lens flare" bug).
|
|
|
|
policy hooks.
|
|
Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate.
This change makes sure the two are separated. Using this over a multimap largely for readibility.
Also, actually, you know, use this functionality.
--HG--
branch : OPEN-340
|
|
Still some work to go here. Largely related to how certain values (i.e., SSAO mix values) are supplied. But so far, so good.
--HG--
branch : OPEN-340
|