Age | Commit message (Collapse) | Author |
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10.6.8 nV driver issues
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conversion in one place
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deferred (opaque objects)
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issues, alpha-blend objects still missing haze underwater
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dist broken
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rendering WRT to windlight and legacy shininess.
Reviewed by Graham (a little bit).
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and remove haxors
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testing based overhaul WIP
Reviewed by Graham
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intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture.
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*before* glow and other post processing effects that don't care about being gamma correct.
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transform so we can store the environment intensity in the blue channel.
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approximation in light curves. Fix fresnel math.
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remove banding and not break all shiny objects.
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implemented at this point for opaque geometry.
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terrainF and treeF.
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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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