Age | Commit message (Collapse) | Author |
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like to read from a depth buffer that is bound for writing
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own passes and unify sky and water haze in forward rendering shaders.
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exposure controls not persist, limit exposure range, and do a debug gl pass.
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(optimization). Incidental decruft.
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"Transparent Water" checkbox.
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make underWaterF and softenLightF apply water fog in linear space.
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