Age | Commit message (Collapse) | Author |
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SL-18662
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First pass of Screen Space Reflections
Approved-by: Dave Parks
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approprate texture transforms
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SL-18340: Fix PBR alpha materials treating spotlight as point light
Approved-by: Dave Parks
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DRTVWR-559
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remove some unused glsl files.
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LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders.
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(revisit for general use later).
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make underWaterF and softenLightF apply water fog in linear space.
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Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage.
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and below water
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busted). WIP on reflection probe/PBR driven water shader.
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Restore SSAO to release version.
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atmosphericsFuncsF for sunlight and additive, but leave linear ambient in tact.
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-- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
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between release viewer and materials viewer when reflections disabled. Avoid run-away probe ambiance.
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reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled.
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deferred shaders. Move reflection probe shaders to class3 and restore class2 shaders to non-reflection probe versions.
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overhead from reflection map renders. Add parallax correction and support for multiple reflection maps.
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injection by extending shader loading to make use of addConstant() instead of hard-coding magic number constants in each GLSL file.
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outside of the bound fbo in forward render class2 cloud shader
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