Age | Commit message (Collapse) | Author |
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Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.
Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
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SL-9851
Fix cloud shaders to ignore clouds when cloud_scale is 0.
Fix creation of heavenly body geo to avoid degenerate vector math
and not randomly flip orientation when crossing zenith.
Add sun_up_factor to eliminate sun glow around moon when sun is down.
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Add new class3 shadow shaders for VSM shadows.
Add disabled shadow pass in WLSky for using above.
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Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
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add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
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could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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shaders to lerp between current and next cloud texture.
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Modify autobuild.xml to use new libatmo w/ state save/restore fixes (addresses font render glitch).
Put in nSight debug support.
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