Age | Commit message (Collapse) | Author |
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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.
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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.
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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.
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Modified windlight shader to remove adjustment to glow.z
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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.
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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.
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Make fullbright alpha mask with mask cutoff == 0 not generate shadows.
Adjust handling of ambient across forward and deferred again.
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More tweaking ambient light.
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Clamp fog distance multiplier to >= 0.05 and adjust min range on control as well.
Make sky shaders use dist mul consistently.
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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.
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Modify ambient handling and forward projector lighting again to stamp out alpha fires.
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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.
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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.
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Make haze look more like WL.
Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
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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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Consistency across class2/3/ALM lighting.
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Put ambient clamp threshold back for lighter shadows but closer match to release lighting.
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Fix handling of 1/light_y when y was tiny but getting even tinier.
Add similar adjustment to shader version of same calc.
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Bias shadow sampling and allow control of how dark shadows are (clamped ambient).
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Modify handling of additive to make extreme range of glow focus/size safe from lens flare artifacts.
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settings.
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to WL).
Remove all refs to now unused calcFragAtmospherics.
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All paths now use the same atmospheric transport calcs.
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can be differentiated in nSight while debugging.
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Don't re-range density multiplier twice.
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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).
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policy hooks.
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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
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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
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Make moon brightness env setting affect moon diffuse/ambient color combo so it affects in-world lighting.
Adjust how the moon brightness affects the moon disc texture rendering (washes out less).
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
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Mods to improve alpha obj render performance.
Removes hacky fix for HUD elements getting atmospherics.
Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding.
Fix up default classes and basic shader loading (remove unused shared modules).
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Remove fade effect on sun disc as it nears horizon (stars poke through).
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Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.
Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
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Fix positioning of sun/moon discs w.r.t atmo haze glow.
Disable killing glow when sun is not up.
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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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SL-9851
Fix cloud shaders to ignore clouds when cloud_scale is 0.
Fix creation of heavenly body geo to avoid degenerate vector math
and not randomly flip orientation when crossing zenith.
Add sun_up_factor to eliminate sun glow around moon when sun is down.
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Fix OSX shader compile bug from use of #if FOO instead of #ifdef FOO or #if defined(FOO)
preventing atmospherics (and thus ALM) from working on OSX.
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Add new class3 shadow shaders for VSM shadows.
Add disabled shadow pass in WLSky for using above.
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Plug more holes through which env ambient terms were finding their way into lighting calcs for HUDs.
Fix up mismatched indenting (tabs v spaces) on several shaders.
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Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders.
Fix class1\environment\waterV reverting to old d1/d2 names for wave directions.
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Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
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lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
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Make shaders use consistent naming and parameter order for transport and atmospheric helpers.
Share transport and gamma correction code where possible.
Add lots of asserts and other validation for when things don't go as planned.
Engage dumpShaderSource to get more source output with shader compilation fail.
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extraneous GL state management.
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