Age | Commit message (Collapse) | Author |
|
|
|
|
|
intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture.
|
|
|
|
|
|
|
|
with nV mobile graphics cards
|
|
spotlight lighting
|
|
|
|
applied.
|
|
|
|
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.
|
|
|
|
|
|
|
|
https://bitbucket.org/lindenlab/viewer-development-materials
|
|
https://bitbucket.org/lindenlab/viewer-development-materials
|
|
|
|
|
|
|
|
breakage in shaders from Mac changes
|
|
|
|
|
|
|
|
|
|
|
|
https://bitbucket.org/lindenlab/viewer-development-materials
|
|
|
|
https://bitbucket.org/lindenlab/viewer-development-materials
|
|
distance falloff is still soft
|
|
|
|
bit of extra work (in progress).
|
|
default spec color (real source of NORSPEC-94, I think)
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
implemented at this point for opaque geometry.
|
|
|
|
|
|
|