Age | Commit message (Collapse) | Author |
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probes. Add one probe to rule them all as a fallback for pixels that aren't inside any influence volume.
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LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders.
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(revisit for general use later).
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make underWaterF and softenLightF apply water fog in linear space.
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with depth buffer management changes.
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Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage.
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and below water
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busted). WIP on reflection probe/PBR driven water shader.
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Restore SSAO to release version.
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DRTVWR-559
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atmosphericsFuncsF for sunlight and additive, but leave linear ambient in tact.
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-- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
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to irradiance.
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between release viewer and materials viewer when reflections disabled. Avoid run-away probe ambiance.
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reflections from "environment" intensity.
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reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled.
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wrong color space
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precision of reflection probes). Faster radiance and irradiance map generation.
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generated. Disable OpenGL core profile on Intel by default.
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unused functions.
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polished surfaces
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point lights for now)
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DRTVWR-559
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now in case my hard drive melts
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PBR opaque.
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DRTVWR-559
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color factors and textures. Support for double sided alpha blended PBR materials.
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