| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2025-02-07 | Water Exclusion Surfaces (#3517) | Jonathan "Geenz" Goodman | |
| * #3455 Add support for water exclusion surfaces | |||
| 2024-06-14 | 1736 audit texture image unit usage on os x (#1739) | Dave Parks | |
| * #1736 Remove some unused samplers from glsl files and refactor shader manager to assume 16 texture image units and 4 indexed texture units all the time. | |||
| 2024-05-15 | Post-merge spaces fix | Andrey Lihatskiy | |
| 2024-02-01 | #677 Clip underwater. | Jonathan "Geenz" Goodman | |
| 2023-12-11 | SL-20611 Followup -- fix for artifacts on water surface from GPUs that don't ↵ | Dave Parks | |
| like to read from a depth buffer that is bound for writing | |||
| 2023-11-30 | SL-20611 Incorporate water haze into new post effect atmospherics goodness | RunitaiLinden | |
| 2023-11-16 | SL-20611 Make haze effect local lights -- move sky and water haze to their ↵ | RunitaiLinden | |
| own passes and unify sky and water haze in forward rendering shaders. | |||
| 2023-05-17 | SL-19655 Decruft legacy GLSL shaders and now unused build queues. | RunitaiLinden | |
| 2023-04-06 | SL-19538 Followup -- scrub all possible sources of NaNs, make dynamic ↵ | Dave Parks | |
| exposure controls not persist, limit exposure range, and do a debug gl pass. | |||
| 2023-02-07 | SL-19147 Water quality pass. Remove gl_FragDepth writes from sky rendering ↵ | Dave Parks | |
| (optimization). Incidental decruft. | |||
| 2022-10-12 | SL-18190 Remove water reflection detail combo box and reimplement ↵ | Dave Parks | |
| "Transparent Water" checkbox. | |||
| 2022-10-07 | SL-18190 Move water shaders to class 3, add debug stub for underWaterF.glsl, ↵ | Dave Parks | |
| make underWaterF and softenLightF apply water fog in linear space. | |||
