Age | Commit message (Collapse) | Author | |
---|---|---|---|
2010-04-02 | ssreflections: reflect sunlight direction for reflection. dunno how I feel ↵ | Tofu Linden | |
about this yet. | |||
2010-03-31 | debug ssreflection blur direction. minor. | Tofu Linden | |
2010-03-29 | ss reflections tweakage: | Tofu Linden | |
+ // Offset the guess source a little according to a trivial + // checkerboard dither function and spec.a. + // This is meant to be similar to sampling a blurred version + // of the diffuse map. LOD would be better in that regard. + // The goal of the blur is to soften reflections in surfaces + // with low shinyness, and also to disguise our lameness. | |||
2010-03-28 | ss reflections: make the guess less far from the source. | Tofu Linden | |
2010-03-26 | screen-space reflections: remember to unbias the value from the depth map. ↵ | Tofu Linden | |
don't use varying version of lightnorm for lighting the reflection-guess-point. | |||
2010-03-22 | screen-space reflections mk4. generally subtle. very cheap. | Tofu Linden | |
2010-03-20 | SSAO version of sunLight shaders. | Dave Parks | |
2010-03-19 | RenderDeferredSSAO works as an independent setting -- decoupled shadows from ↵ | Dave Parks | |
SSAO. | |||
2010-03-17 | CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will ↵ | Dave Parks | |
revisit soft alpha in materials project. | |||
2010-03-17 | Fix for impostors being fullbright when deferred rendering enabled. | Dave Parks | |
2010-03-07 | Add a touch of fakey ripple to shadows on the surface of water, as if the ↵ | Tofu Linden | |
water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup. | |||
2010-03-07 | Some extra comments to help me get things straight. | Tofu Linden | |
2010-03-07 | trivial comment typo fix. | Tofu Linden | |
2010-03-07 | Remove an extraneous normalize() from the water fragment shader - the last ↵ | Tofu Linden | |
thing we did to this vector was normalize it anyway. | |||
2010-03-07 | Remove the class2/class3 water shaders, which aren't materially different ↵ | Tofu Linden | |
from class1 except for some minor const tweaks (I've migrated class3's tweaks into class1 on the assumption that this was what davep sees all the time) | |||
2010-04-07 | tidy up ssreflections comments and structure a bit. | Tofu Linden | |
2010-04-06 | extra diffuse sample in ssreflection to decrease aliasing. | Tofu Linden | |
2010-04-02 | clean-up transplant | Tofu Linden | |
2010-04-02 | ssreflections: perspective reflection for sunlight, planar reflection for ↵ | Tofu Linden | |
ssreflection | |||
2010-04-02 | ssreflections: water reflections strongly imply that the non-perspective ↵ | Tofu Linden | |
reflection from eye is the right one. | |||
2010-04-02 | ssreflections: use the minimum of the lighting dp and the appropriateness. ↵ | Tofu Linden | |
not the product. | |||
2010-04-02 | ssreflections: reflect sunlight direction for reflection. dunno how I feel ↵ | Tofu Linden | |
about this yet. | |||
2010-03-31 | debug ssreflection blur direction. minor. | Tofu Linden | |
2010-03-29 | ss reflections tweakage: | Tofu Linden | |
+ // Offset the guess source a little according to a trivial + // checkerboard dither function and spec.a. + // This is meant to be similar to sampling a blurred version + // of the diffuse map. LOD would be better in that regard. + // The goal of the blur is to soften reflections in surfaces + // with low shinyness, and also to disguise our lameness. | |||
2010-03-28 | ss reflections: make the guess less far from the source. | Tofu Linden | |
2010-03-26 | screen-space reflections: remember to unbias the value from the depth map. ↵ | Tofu Linden | |
don't use varying version of lightnorm for lighting the reflection-guess-point. | |||
2010-03-22 | screen-space reflections mk4. generally subtle. very cheap. | Tofu Linden | |
2010-03-20 | SSAO version of sunLight shaders. | Dave Parks | |
2010-03-19 | RenderDeferredSSAO works as an independent setting -- decoupled shadows from ↵ | Dave Parks | |
SSAO. | |||
2010-03-17 | CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will ↵ | Dave Parks | |
revisit soft alpha in materials project. | |||
2010-03-17 | Fix for impostors being fullbright when deferred rendering enabled. | Dave Parks | |
2010-03-07 | Add a touch of fakey ripple to shadows on the surface of water, as if the ↵ | Tofu Linden | |
water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup. | |||
2010-03-07 | Some extra comments to help me get things straight. | Tofu Linden | |
2010-03-07 | trivial comment typo fix. | Tofu Linden | |
2010-03-07 | Remove an extraneous normalize() from the water fragment shader - the last ↵ | Tofu Linden | |
thing we did to this vector was normalize it anyway. | |||
2010-03-07 | Remove the class2/class3 water shaders, which aren't materially different ↵ | Tofu Linden | |
from class1 except for some minor const tweaks (I've migrated class3's tweaks into class1 on the assumption that this was what davep sees all the time) | |||
2010-01-29 | fix a variety of shader errors, mostly due to my confusing glsl with C++... ↵ | Tofu Linden | |
again | |||
2010-01-29 | fix a variety of shader errors, mostly due to my confusing glsl with C++... ↵ | Tofu Linden | |
again | |||
2010-01-29 | duh, use the proper param name. | Tofu Linden | |
2010-01-29 | duh, use the proper param name. | Tofu Linden | |
2010-01-29 | Don't scale windlight lights up just to scale them down again later. avoid ↵ | Tofu Linden | |
this with rearrangement. not tested. | |||
2010-01-29 | Don't scale windlight lights up just to scale them down again later. avoid ↵ | Tofu Linden | |
this with rearrangement. not tested. | |||
2010-01-29 | spot-aware light func usage in ALL shaders. | Tofu Linden | |
2010-01-29 | spot-aware light func usage in ALL shaders. | Tofu Linden | |
2010-01-28 | cheap no-branch goodness for rendering both spotlights and pointlights with ↵ | Tofu Linden | |
the same shader code. kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon. | |||
2010-01-28 | cheap no-branch goodness for rendering both spotlights and pointlights with ↵ | Tofu Linden | |
the same shader code. kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon. | |||
2010-01-28 | cheaper, cuter way to deal with spot vs point in the shader | Tofu Linden | |
2010-01-28 | cheaper, cuter way to deal with spot vs point in the shader | Tofu Linden | |
2010-01-28 | cheaply resurrect the difference between spotlight and omnidirectional, as ↵ | Tofu Linden | |
far as the shader is concerned. not complete. | |||
2010-01-28 | cheaply resurrect the difference between spotlight and omnidirectional, as ↵ | Tofu Linden | |
far as the shader is concerned. not complete. |