Age | Commit message (Collapse) | Author |
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luminance and distance to center of screen, rebalance night, don't rely on blending not clamping R16F.
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to exposure sample.
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hacky HDR sky reflections).
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probes (thanks Rye), remove noiseMap from light shaders (removes speckles), make irradiance maps RGB16F instead of RGBA16. Use actual luminance for sky instead of max color component during irradiance map pass.
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DRTVWR-559
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calculation (#118)
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move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
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brad/drtvwr-559 mac shader and assert fixes
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SL-19279: LLGLSLShader::bindXXX is not free. Pack the uniforms
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midday, adjust reflections off, and decruft depth buffer error correction shenanigans that are no longer used.
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SL-19265: Fix precision issue with texture transforms, separate texture animations
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SL-18563
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underlying texture transform
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matrix calculation into the shader
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mismatch in legacy alpha vs opaque).
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SL-19228: Fix GLTF texture transform rotation + add UV debug
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See textureUtilV.glsl for UV coordinate comments
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resolution. Improve radiance map anti-aliasing and default to 128x128 everywhere.
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"haziness" (and also fix banding in emissive materials)
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Also fix stuck sun/moon and incidental decruft.
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(optimization). Incidental decruft.
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forward rendering code.
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wrong color space.
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Incidental decruft. Do I get a prize for 1000th jira?
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2GB), remove irradiance map feedback loop (one bounce, but but more stable and allows for much brighter first bounce), make sky contribution to irradiance not tint the world blue. Make irradiance that appears in radiance maps match world irradiance.
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