Age | Commit message (Collapse) | Author |
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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.
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Fix bug with setting texture matrix for rigged mesh.
Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth.
Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning
(we can no longer depend on them being mutex to each other).
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Fix positioning of sun/moon discs w.r.t atmo haze glow.
Disable killing glow when sun is not up.
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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.
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Use clamp on dot product of view and light norm to eliminate 2nd halo.
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Use clamping on dot product to determine halo TCs to fix abrupt cutoff at dot == 0.
Ifdef around engaging advanced atmo which is not ready for primetime yet.
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density tab.
Make frag shader version of vert WL shader to include rainbow/halo effect in non-advanced WL sky.
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