Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-06-28 | SL-17274: PBR: Fix reflection | Ptolemy | |
2022-06-28 | SL-17274: PBR: Add Emissive | Ptolemy | |
2022-06-28 | Add emissiveRect to softenLightF.glsl | Dave Parks | |
2022-06-28 | SL-17274: PBR: Add occlusion | Ptolemy | |
2022-06-28 | SL-17274: PBR: Add kSpec debugging | Ptolemy | |
2022-06-28 | SL-17274: PBR: Cleanup dot() vertex2camera | Ptolemy | |
2022-06-28 | SL-17274: PBR: Add kDiffuse debugging | Ptolemy | |
2022-06-28 | SL-17274: PBR: Remove manual debug | Ptolemy | |
2022-06-28 | SL-17274: PBR: Add reflect0 debugging | Ptolemy | |
2022-06-28 | SL-17274: PBR: Add reflection vec | Ptolemy | |
2022-06-28 | SL-17274: PBR: Move amblit to before PBR shading | Ptolemy | |
2022-06-28 | SL-17274: PBR: Cleanup: Only calc reflectance if debugging | Ptolemy | |
2022-06-27 | SL-17274: PBR: Fix IOR | Ptolemy | |
2022-06-27 | SL-17274: PBR: Fix v, dotTV, dotBV | Ptolemy | |
2022-06-24 | SL-17274: PBR: Add note about DEBUG_PBR_NORMAL | Ptolemy | |
2022-06-24 | SL-17274: PBR: Add BRDF debug | Ptolemy | |
2022-06-24 | SL-17274: PBR: Add roughness alpha debug | Ptolemy | |
2022-06-23 | SL-17274: Add WIP PBR Shader | Ptolemy | |
2022-06-23 | Merged DRTVWR-559 into SL-17274_gbuffer_flags | Michael Pohoreski | |
2022-06-23 | Merged DRTVWR-559 into SL-17274_view_dir | Michael Pohoreski | |
2022-06-22 | SL-17600 Proper irradiance probes. | Dave Parks | |
2022-06-21 | SL-17274: Remove hard-coded magic number checking if G-Buffer flag is set | Ptolemy | |
2022-06-21 | SL-17274 Cleanup hard-coded gbuffer atmos flag for softenlight | Ptolemy | |
2022-06-21 | SL-17600 WIP -- Proper radiance maps (not just mipped cubemaps). | Dave Parks | |
2022-06-21 | SL-17274: Add view_dir uniform | Ptolemy | |
2022-06-10 | SL-17574 Fix for box probes not applying. | Dave Parks | |
2022-06-10 | SL-17574 Add probe detail combo box to advanced graphics preferences. Fix ↵ | Dave Parks | |
spot light shadows not working in probes. | |||
2022-06-03 | SL-17285 Build fix take two. | Dave Parks | |
2022-06-03 | SL-17285 Build fix (coding policy needs last line to be blank). | Dave Parks | |
2022-06-02 | SL-17285 Add proper reflection probe support to LLVOVolume, LLPrimitive, and ↵ | Dave Parks | |
LLPanelVolume | |||
2022-05-24 | SL-17472 Add checkbox to preferences for enabling "PBR" that uses "class3" ↵ | Dave Parks | |
deferred shaders. Move reflection probe shaders to class3 and restore class2 shaders to non-reflection probe versions. | |||
2021-02-09 | DRTVWR-525 housekeeping: delete unused shader file | Dave Houlton | |
2021-01-19 | SL-13629, reconstruct rainbow lookup coord to reduce interior banding | Dave Houlton | |
2021-01-13 | SL-13629 Modify texcoord to reverse rainbow color order | Dave Houlton | |
2020-03-05 | WIP - Windlight sun lighting should happen in sRGB space, not linear space. ↵ | Runitai Linden | |
This keeps ambient from getting overblown and better matches environment lighting with ALM on/off. | |||
2019-07-23 | SL-11621 | Graham Linden | |
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. | |||
2019-07-22 | SL-11443 | Graham Linden | |
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. | |||
2019-06-10 | SL-10969, SL-11051 | Graham Linden | |
Make fullbright alpha mask with mask cutoff == 0 not generate shadows. Adjust handling of ambient across forward and deferred again. | |||
2019-06-03 | SL-10966 | Graham Linden | |
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. | |||
2019-05-03 | SL-11090 | Graham Linden | |
Tamp down bloom so we don't have to redo ten thousand gloss maps. | |||
2019-05-02 | Roll back sRGB decode changes from contrib for now. | Graham Linden | |
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra. | |||
2019-03-28 | SL-10829, SL-10830 | Graham Linden | |
Replace old spot prio calc. Replace fudge factors on light radius and falloff for deferred lights. | |||
2019-03-27 | Fix projector falloff and attenuation handling. | Graham Linden | |
2019-03-20 | SL-10449 | Graham Linden | |
Fix name of attenuation setter used. Fix flipped light vec. Make class3 lights use shadows on projector ambiance too. | |||
2019-02-06 | SL-10478 | Graham Linden | |
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. | |||
2019-01-30 | SL-10415, SL-10434 | Graham Linden | |
Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne. Move stars to just this side of the sky some to reduce parallax. Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm (try to help the Intel HD x000 compiler learn to link correctly). | |||
2019-01-24 | SL-10276 | Graham Linden | |
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. | |||
2019-01-17 | SL-10368 | Graham Linden | |
Fix OSX shader compile bug from use of #if FOO instead of #ifdef FOO or #if defined(FOO) preventing atmospherics (and thus ALM) from working on OSX. | |||
2019-01-10 | Fix for lineendings in depthToShadowVolumeG.glsl | andreykproductengine | |
2019-01-04 | Add new shaders for generating shadows from clouds. | Graham Linden | |
Add new class3 shadow shaders for VSM shadows. Add disabled shadow pass in WLSky for using above. |