Age | Commit message (Collapse) | Author |
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for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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on Intel HD 3000, 10.7.2
* Fixed up shaders to add haze_density and blue_density together correctly as vec4's rather than
relying on the shader compiler to add them together properly.
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enabled on Intel HD 3000, 10.7.2
Refactored WindLight estate settings to use float uniforms in the shaders that
only need it, rather than vec4's for everything.
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again on Mac.
* Cleaned up vertex buffer allocation to guarantee allocation and deallocation using the same allocation methods from the same pools.
* Added new shader feature for atmospheric helpers in the absence of lighting.
Reviewed by davep.
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for alpha lighting of point lights not matching deferred lights.
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glitches with non-fullbright alpha objects.
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SH-1619 FIX
SH-1620 FIX
SH-2621 FIX
* Got lighting, shadows, and ambient occlusion working on ATI macs.
* Re-enabled ambient occlusion on ATI macs.
* Re-enabled depth of field on ATI macs.
Reviewed by Runitai Linden.
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a parameter.
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vary_AtmosAttenuation
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render targets not getting allocated when needed.
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but shadows are not.
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"maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
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atmospheric shaders.
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height map into a normal map -- use the GPU instead via a shader. Also, WTF glFinish?
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to reload shaders when toggling FSAA on and off)
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to reload shaders when toggling FSAA on and off)
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