Age | Commit message (Collapse) | Author |
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distance attenuation
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intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture.
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with nV mobile graphics cards
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spotlight lighting
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applied.
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Assume that light attenuation wants to be linearized before we apply gamma correction.
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*before* glow and other post processing effects that don't care about being gamma correct.
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https://bitbucket.org/lindenlab/viewer-development-materials
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https://bitbucket.org/lindenlab/viewer-development-materials
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breakage in shaders from Mac changes
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https://bitbucket.org/lindenlab/viewer-development-materials
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https://bitbucket.org/lindenlab/viewer-development-materials
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distance falloff is still soft
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bit of extra work (in progress).
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default spec color (real source of NORSPEC-94, I think)
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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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