Age | Commit message (Collapse) | Author |
|
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
|
|
|
|
|
|
Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
|
|
format.
|
|
and unify on using the version that works on OSX.
Add more logging to shader loading about fallbacks and loading succcess.
Add frag shaders for sharing sRGB and normal encode/decode via GL shader linkage.
|
|
viewer
FIXED
|
|
|
|
without shadows.
|
|
|
|
for less glossy projector reflections.
This makes far more sense than having the “spot” functionality, and opens projectors up to much more practical use cases and fits much better within the concept of glossy reflections than the previous spot behavior.
|
|
|
|
|
|
|
|
This brings projector reflections more in line with the originally intended behavior of environment reflections.
|
|
|
|
reflection
|
|
10.6.8 nV driver issues
|
|
conversion in one place
|
|
match more closely
|
|
|
|
texture gamma corrections to spot inputs
|
|
implementations
|
|
|
|
|
|
|
|
rendering WRT to windlight and legacy shininess.
Reviewed by Graham (a little bit).
|
|
|
|
|
|
and remove haxors
|
|
|
|
|
|
|
|
|
|
|
|
intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture.
|
|
|
|
spotlight lighting
|
|
|
|
Assume that light attenuation wants to be linearized before we apply gamma correction.
|
|
*before* glow and other post processing effects that don't care about being gamma correct.
|
|
|
|
transform so we can store the environment intensity in the blue channel.
|
|
approximation in light curves. Fix fresnel math.
|
|
|
|
remove banding and not break all shiny objects.
|
|
against the OS X 10.7 SDK and up.
|
|
|
|
|
|
terrainF and treeF.
|