Age | Commit message (Collapse) | Author |
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outside of the bound fbo in forward render class2 cloud shader
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dim in EEP
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Removed some potential div-by-0 NaNs and a mangled clamp.
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SL-13084: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll
SL-13804: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll
SL-13084: Fix inverted cloud scroll with ALM is off
SL-13084: Move texture coords section to top in class2/windlight/cloudsV to match class1/deffered/cloudsV
SL-13084: Add references to other common files
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match class1/deffered/cloudsV
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Cloud Image and direction to match Cloud Scroll
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materialF and fullbrightShinyF
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and off.
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Modify altitude blend factor in cloud shaders to fade more aggressively and fix cloud rendering artifacts when at altitude.
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Remove all references to unused shader var global_gamma.
Remove many unused decls for gamma from shaders.
Make post-deferred gamma correction use display_gamma.
Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
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Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader.
Increase effect of variance in cloud shaders.
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Fix glow calcs in sky shaders (not just the not shared enough atmospherics funcs).
Revert 10625 attempted fix as it breaks baggy clothes as much as skipping readbacks does.
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Make sun additive contribition depend on facing the sun (without breaking fog).
Put back scaling factor keeping sun contrib from blowing out with new FS param range for glow.
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Fix emissives without normal maps clobbering the alpha output in materialF.
Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid).
Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
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Remove use of distance multiplier from sky shaders (but leave in the atmospherics helpers).
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Fix class2/windlight clouds.
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Make class1 sky use pre-projection pos to get proper distances for attenuation.
Make all sky shaders use the dist_mul again.
Revert to using old sky tessellation logic (may regress bugs addressed by new tess code).
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Revert fix for SL_11406 causing regression of SL-11041
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Adjust atmospheric lighting in frag shader.
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Fix culling on Low+ water reflection pass.
Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!).
Fix setting of cloud color for deferred sky/cloud shaders.
Put water reflections back in wrong colorspace for consistency with release.
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Make fullbright alpha mask with mask cutoff == 0 not generate shadows.
Adjust handling of ambient across forward and deferred again.
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Clamp fog distance multiplier to >= 0.05 and adjust min range on control as well.
Make sky shaders use dist mul consistently.
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Fix light atten and transmittance calcs breaking ambient color contrib to fog.
Needs to be tested on DRTSIM-415 or better to get legacy viewer settings that match EEP.
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Make terrain underwater shader not try to light said terrain.
Fix colorspace of reflected color in non-ALM shading.
Tweak transparency of water further.
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Fix ambient light inputs to the renderer.
Fix 3rd sky shader w/ mistaken density mod conversion.
Make ambient clamp apply to all modes.
Tune ALM ambient clamp to match non-ALM.
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Fix transport when no_atmo == 1 (HUD rendering) was in play.
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More shader tweaks to fullbright transport to get correct coloring while keeping fog fixes.
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Fix fullbright colorspace handling and atmo transport.
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Re-fix sun/moon glow factor and make it depend on moon brightness.
Make cloud shaders use sunlight color exclusively for consistency when moon is up or down.
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Make haze look more like WL.
Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
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Gave clouds the Bob Ross treatment.
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Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
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Consistency across class2/3/ALM lighting.
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Remove shader change to reduce additive to combat SL1491 as it also kills additive from foggy settings.
Zero out all cached hardware light colors causing uninit fun with class3 lighting.
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Modify handling of additive to make extreme range of glow focus/size safe from lens flare artifacts.
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