Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2023-11-17 | SL-20611 followup -- remove now unused glsl files. Fix transparent water. | 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. | |||
2023-10-24 | SL-20065: Hack to reduce black spots on shiny water | Cosmic Linden | |
2023-09-06 | SL-19842 WIP -- Change how probe ambiance mixes with sky ambient. | RunitaiLinden | |
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. | |||
2023-04-04 | SL-19538 Remove hacky ambiance scale and take the mittens off probe a… (#151) | RunitaiLinden | |
* SL-19538 Remove hacky ambiance scale and take the mittens off probe ambiance values. Fix for sky brightening being done in sRGB space. | |||
2023-03-31 | SL-19485 Fix for sun shadows having no effect on water. Make sphere probes ↵ | Dave Parks | |
fade in. | |||
2023-03-02 | SL-19281 Post review cleanup. | Dave Parks | |
2023-03-02 | SL-19281 Unify handling of haze and gamma between fullbright and not and ↵ | Dave Parks | |
move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2. | |||
2023-02-27 | SL-19226 Reimplement water fresnel offset/scale, exposure balance for ↵ | Dave Parks | |
midday, adjust reflections off, and decruft depth buffer error correction shenanigans that are no longer used. | |||
2023-02-17 | SL-19128 Soften the transition between manual and automatic sphere probes. | Dave Parks | |
2023-02-13 | SL-18664 Fix for "transparent water" off causing broken horizon line. | Dave Parks | |
2023-02-07 | SL-19147 Water quality pass. Remove gl_FragDepth writes from sky rendering ↵ | Dave Parks | |
(optimization). Incidental decruft. | |||
2023-01-27 | SL-19203 et al -- Integrate SSR with reflection probes, tweak probe ↵ | RunitaiLinden | |
blending. (#63) * SL-19203 WIP -- Integrate SSR with reflection probes. Decruft LLRenderTarget. * SL-19203 WIP -- Re-integrate SSR. Incidental decruft. * SL-19203 WIP -- SSR frame delta correction (still broken for Z) * SL-19203 WIP -- SSR frame delta Z fix * SL-19203 WIP -- Make SSR toggleable again and disable SSR in cube snapshots. * SL-19203 WIP -- Soften sphere probe transitions and fix reflections on void water (make fallback probe a simple terrain+water+sky probe). Remove parallax correction for automatic probes to reduce artifacts. * SL-19203 Tune probe blending. * SL-19203 Cleanup. | |||
2022-12-19 | SL-18779 Fix for water fog staying bright when sun is dark. | Dave Parks | |
2022-12-19 | SL-18730 Dumb down water distortions to reduce appearance of brokenness. | Dave Parks | |
2022-10-12 | SL-18190 Remove water reflection detail combo box and reimplement ↵ | Dave Parks | |
"Transparent Water" checkbox. | |||
2022-10-10 | SL-18190 Use funky distance based error correction only on water surface ↵ | Dave Parks | |
(revisit for general use later). | |||
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. |