| Age | Commit message (Collapse) | Author | 
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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. | 
|  |  | 
|  | 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. | 
|  | settings. | 
|  | to WL).
Remove all refs to now unused calcFragAtmospherics. | 
|  | All paths now use the same atmospheric transport calcs. | 
|  | can be differentiated in nSight while debugging. | 
|  | 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 | 
|  | 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). | 
|  | Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work. | 
|  | 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). | 
|  | Remove fade effect on sun disc as it nears horizon (stars poke through). | 
|  | 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. | 
|  | Fix positioning of sun/moon discs w.r.t atmo haze glow.
Disable killing glow when sun is not up. | 
|  | 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). | 
|  | 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. | 
|  | 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. | 
|  | Add new class3 shadow shaders for VSM shadows.
Add disabled shadow pass in WLSky for using above. | 
|  |  | 
|  | 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. | 
|  | 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. | 
|  |  | 
|  | Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently. | 
|  | lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on). |