Age | Commit message (Collapse) | Author |
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and off.
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Make sun additive contribition depend on facing the sun (without breaking fog).
Put back scaling factor keeping sun contrib from blowing out with new FS param range for glow.
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Make fullbright alpha mask with mask cutoff == 0 not generate shadows.
Adjust handling of ambient across forward and deferred again.
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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.
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More shader tweaks to fullbright transport to get correct coloring while keeping fog fixes.
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to WL).
Remove all refs to now unused calcFragAtmospherics.
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All paths now use the same atmospheric transport calcs.
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can be differentiated in nSight while debugging.
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--HG--
branch : OPEN-340
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
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Mods to improve alpha obj render performance.
Removes hacky fix for HUD elements getting atmospherics.
Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding.
Fix up default classes and basic shader loading (remove unused shared modules).
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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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Add new class3 shadow shaders for VSM shadows.
Add disabled shadow pass in WLSky for using above.
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atten args.
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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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lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
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Make shaders use consistent naming and parameter order for transport and atmospheric helpers.
Share transport and gamma correction code where possible.
Add lots of asserts and other validation for when things don't go as planned.
Engage dumpShaderSource to get more source output with shader compilation fail.
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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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Remove moon_dir related shader code causing sunlight shadow artifacting.
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Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
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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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Basic hook-up of sky settings to llatmosphere model.
Moved mie aniso to be a top-level setting instead of a per-mie-layer setting.
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Point autobuild at fixed libatmosphere.
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Mark legacy atmospherics code with ifdefs.
Fix up legacy uplift to include new atmospherics settings.
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different with adv atmo shaders.
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