Age | Commit message (Collapse) | Author |
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DRTVWR-583
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atmospherics effect sun/moon/clouds
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Fix for semi-transparent HUDs rendering opaque
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This commit fixes a bug introduced with commit 6472b75bcd70470fe5775d1cf6eb70a75b3d76e5
where the fullbrightF.glsl shader fails to set color.a to final_alpha for HUDs.
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like to read from a depth buffer that is bound for writing
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Incidental fix for crash when mWaterPool is null.
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eye/object above/below water.
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eye/object above/below water.
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own passes and unify sky and water haze in forward rendering shaders.
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SL-20065: Hack to reduce black spots on shiny water
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We now support masking mirrors in the GBuffer.
We also now support the concept of one arbitrary clip plane.
DRTVWR-583
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disabled
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which version is faster
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Not yet used.
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mapping using wrong mix, causing bright spots
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material sampling. Use slightly different alpha ramp to hide unused materials
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to be more expensive than triplanar in some cases, and UVs are already trivial
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whitespace
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triplanar that avoids possible case where 1 = 0.9999, which gets rounded down to 0 on int cast
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during zero check, add another zero check
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multiple texture lookups in a switch..case block
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reproducing the bug
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switch..case blocks
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blending. General refactor.
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Also decrease threshold to (hopefully) reasonable level
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maps for triplanar mapping, minor cleanup
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higher, bump feature table
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