| Age | Commit message (Collapse) | Author | 
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|  | remove some unused glsl files. | 
|  | Restore SSAO to release version. | 
|  | -- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders. | 
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|  | injection by extending shader loading to make use of addConstant() instead of hard-coding magic number constants in each GLSL file. | 
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|  | space for accurate color reproduction of sun textures | 
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|  | Removed some potential div-by-0 NaNs and a mangled clamp. | 
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|  | original fall-off.
Had to find a balance in the sunlight intensity calculation that behaves correctly for
both these issues. | 
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|  | This keeps ambient from getting overblown and better matches environment lighting with ALM on/off. | 
|  | The un-water-fogged gap area was rendering while we were still above water, but the water surface was being near culled.
I've re-enabled preculling water objects (which also fixes issues with water culling vs spinning the camera) and it seems to behave correctly. | 
|  | Remove all references to unused shader var global_gamma.
Remove many unused decls for gamma from shaders.
Make post-deferred gamma correction use display_gamma.
Make setting display_gamma use the correct RenderDeferredDisplayGamma setting. | 
|  | Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader.
Increase effect of variance in cloud shaders. | 
|  | Modified windlight shader to remove adjustment to glow.z | 
|  | Make sun additive contribition depend on facing the sun (without breaking fog).
Put back scaling factor keeping sun contrib from blowing out with new FS param range for glow. | 
|  | Fix emissives without normal maps clobbering the alpha output in materialF.
Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid).
Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom. | 
|  | Make fullbright alpha mask with mask cutoff == 0 not generate shadows.
Adjust handling of ambient across forward and deferred again. | 
|  | More tweaking ambient light. | 
|  | Clamp fog distance multiplier to >= 0.05 and adjust min range on control as well.
Make sky shaders use dist mul consistently. | 
|  | Fix light atten and transmittance calcs breaking ambient color contrib to fog.
Needs to be tested on DRTSIM-415 or better to get legacy viewer settings that match EEP. | 
|  | Modify ambient handling and forward projector lighting again to stamp out alpha fires. | 
|  | Fix ambient light inputs to the renderer.
Fix 3rd sky shader w/ mistaken density mod conversion.
Make ambient clamp apply to all modes.
Tune ALM ambient clamp to match non-ALM. | 
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|  | Adjust ambient clamp up to get closer match to release viewer for existing content. | 
|  | Modify calc of sunlight to avoid clipping in gamma correct on values outside 0-1 range.
Modify shaders to put back ambient clamp tuned to be close to ambient contrib in low/mid lighting. | 
|  | 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. | 
|  | Consistency across class2/3/ALM lighting. | 
|  | 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. |